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RE: [MUD-Dev] PirateMUD and CSL
On Wednesday, August 06, 1997 2:53 AM,
cg#ami-cg,GraySage.Edmonton.AB.CA wrote:
> [Niklas E:]
> :Greetings everyone,
>
> Greetings!
>
> : <room>
> : .. (room data)
> : <csl>
> : <leave>
> : if (is_env("north")) then {
> : if (has_item("fraznium gloves") {
> : tell_room("The portal glows as @the(i) enter@ve(i).")
> : okay()
> : }
> : else {
> : tell_room("The portal prevents @the(i) from entering."
> : fail()
> : }
> : }
> : </leave>
> : </csl>
> : </room>
> :
> :This worked tremendously well, and has allowed us to write some
very nice
> :puzzles and quests. However, there is one little problem with this
approach:
> :Since the MUD engine gets confirmation of an event from the CSL
function,
> :things may happen in the wrong order.
>
> Been there. Noticed the problem. Don't really have a solution. :-)
- Thread context:
- Interview with Richard Bartle,
clawrenc clawrenc#cup,hp.com, Thu 07 Aug 1997, 01:00 GMT
- Mud Languages,
Greg Munt greg#uni-corn,demon.co.uk, Thu 07 Aug 1997, 00:46 GMT
- RE: [MUD-Dev] Generalized AI last try!,
Koster, Raph rkoster#origin,ea.com, Wed 06 Aug 1997, 22:50 GMT
- RE: [MUD-Dev] PirateMUD and CSL,
Koster, Raph rkoster#origin,ea.com, Wed 06 Aug 1997, 22:13 GMT
- [MUD-Dev] Generalized AI Resend,
Koster, Raph rkoster#origin,ea.com, Wed 06 Aug 1997, 22:00 GMT
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