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Re: [MUD-Dev] Re: Reposts
In <199704260354.UAA27449#user2,inficad.com>, on 04/25/97
at 10:08 PM, Adam Wiggins <nightfall#inficad,com> said:
>> Keep the concept of a "combat state" for the player character
>> directly to allow easier combat function access. This is a
>> careful distinction -- internal combat state does not affect the
>> possibilities and manipulation of the character by the external
>> game, or in any way alter the functional capabilities of the
>> character (ie there are no motion restictions, no "You can't do
>> that! Your're fighting!" restrictions etc. All that has
>> happened is that his combat packages are now activated.)
>However...analysis of the situation may decide that certain things
>are a bad idea...
Should the server make that analysis, suggest a possible analysis, or
should it be left totally up to the player?
>If I'm wrigling into my jeans, chances are my
>ability to defend is rather low.
<kof>
--
J C Lawrence Internet: claw#null,net
(Contractor) Internet: coder#ibm,net
---------------(*) Internet: clawrenc#cup,hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...
- Thread context:
- Re: [MUD-Dev] Re: Issues from the digests and Wout's list, (continued)
- Re: [MUD-Dev] Re: Issues from the digests and Wout's list,
Travis Casey casey#NU,cs.fsu.edu, Fri 25 Apr 1997, 13:00 GMT
- Re: [MUD-Dev] Re: Issues from the digests and Wout's list,
Jon A. Lambert jlsysinc#IX,NETCOM.COM, Fri 25 Apr 1997, 13:09 GMT
- Re: [MUD-Dev] Re: Issues from the digests and Wout's list,
Jon A. Lambert jlsysinc#ix,netcom.com, Sat 26 Apr 1997, 04:01 GMT
- Re: [MUD-Dev] Re: Issues from the digests and Wout's list,
Jeff Kesselman jeffk#tenetwork,com, Sat 26 Apr 1997, 12:01 GMT
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