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Re: [MUD-Dev] Modeling spells/skills as collections of affects
An ugly approach to this problem would be to make all higher level
functions (like getrand, move_to, attack_this, etc) availible through a
runtime programming language. (I suppose this or something similar has
already implemented, but it'd work better than trying to define the
effects of new spells before they're written, since it's less limiting.
Of course, that's just my opinion. :)
--
Michael Hohensee michael#sparta,mainstream.net
http://www.geocities.com/SiliconValley/Heights/9025/
Finger me for my PGP Public Key, or use:
http://sparta.mainstream.net/michael/pgpkey.txt
- Thread context:
- Re: [MUD-Dev] Modeling spells/skills as collections of affects, (continued)
- Re: [MUD-Dev] Modeling spells/skills as collections of affects,
Brian Price blprice#bedford,net, Tue 02 Sep 1997, 00:21 GMT
- Re: [MUD-Dev] Modeling spells/skills as collections of affects,
Jeff Kesselman jeffk#tenetwork,com, Tue 02 Sep 1997, 01:03 GMT
- Re: [MUD-Dev] Modeling spells/skills as collections of affects,
Travis Casey efindel#io,com, Tue 02 Sep 1997, 02:46 GMT
- Re: [MUD-Dev] Modeling spells/skills as collections of affects,
Jeff Kesselman jeffk#tenetwork,com, Wed 03 Sep 1997, 04:22 GMT
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