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Re: [MUD-Dev] Modeling spells/skills as collections of affects
At 06:41 PM 8/31/97 PST8PDT, Brain Peirce wrote:
>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.
Heh. The borken record says "Youv'e just defined the hero System. lost
infinite colelction of effects created from a base set of "operations". You
migth want to loo kat it if you haven't yet. If nthoign else it will save
you a lot of reinventing the wheel in terms of ideas you can be :"inspired"
by, and it ash a LOT of play testing (more tehn 10 years worth sicen the
original release.)
JK
Jeff Kesselman
Snr. Game Integration Engineer
TEN -- The Total Entertainment Network -- www.ten.net
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- 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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