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Modeling spells/skills as collections of affects
- To: mud-dev#null,net
- Subject: Modeling spells/skills as collections of affects
- From: "Brian Price" <blprice#bedford,net>
- Date: Sun, 31 Aug 1997 21:58:27 +0000
- Comments: Authenticated sender is <blprice#bedford,net>
In the codebases I've seen thus far, spells and skills are largely
hardcoded. I would like to implement a system where they were instead
parameterized and stored in the mud's database. One approach to this
would be to describe spells and skills as a collection of
event-dependant affects. To implement this, the definition of affects
would need to be expanded a bit, for example, a mud object's location
would be an affectable state. Also, there would need to be a system
of events which would trigger the various affects.
Has such a system been implemented elsewhere? If not, any thoughts on
how such a system could/should be implemented?
Thanks,
Brian Price aka Delver <blprice#bedford,net>
- Thread context:
- Re: [MUD-Dev] Modeling spells/skills as collections of affects, (continued)
- Modeling spells/skills as collections of affects,
Brian Price blprice#bedford,net, Mon 01 Sep 1997, 01:41 GMT
- Re: [MUD-Dev] Modeling spells/skills as collections of affects,
Caliban Tiresias Darklock caliban#darklock,com, Mon 01 Sep 1997, 02:21 GMT
- Re: [MUD-Dev] Modeling spells/skills as collections of affects,
Jeff Kesselman jeffk#tenetwork,com, Mon 01 Sep 1997, 03:17 GMT
- Re: [MUD-Dev] Modeling spells/skills as collections of affects,
clawrenc clawrenc#cup,hp.com, Thu 04 Sep 1997, 23:50 GMT
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