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Re: [MUD-Dev] Modeling spells/skills as collections of affects
At 09:02 PM 9/2/97 PST8PDT, you wrote:
>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.
>
This is ofcourse all available in ColdC since ColdC is a generic progrmamig
environment you build your core within. In fact this is repcisely how Im
handling AD&D spells sicne they are each so different from the other. Each
is a seperate chikd of the "spall" obejct with independant code.
But ist not really all that ugly, if thats what you are tryign to reach.
It can be done witha proepr and clean object model.
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)
- 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
- Re: [MUD-Dev] Modeling spells/skills as collections of affects,
Travis Casey efindel#io,com, Wed 03 Sep 1997, 23:51 GMT
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