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Re: [MUD-Dev] Modeling spells/skills as collections of affects
Caliban Tiresias Darklock <caliban#darklock,com> writes:
> S001GMU#nova,wright.edu wrote:
> >
> > Spell
> > construction would consist of building the query (would definately want some
> > interface here so that ppl don't have to learn SQL to create spells on the
> > MUD!),
>
> WAIT! WAIT! The language of magic! This is a GREAT idea!
Check mage2mage system (somebody posted the URL here not long ago, or
I could email if you request). They specced out the costs for each
executed statement in the language. And I also loved the fact that to
create a permanent magical item, you have to bind a demon into it, and
to summon a demon, you have to sacrifice a living, sentient
creature...
> Translate all the SQL syntax into pseudo-Latin words, give your database
> fields odd names, and make people type in the queries in this strange
> fictional language. That would be so cool.
Umm, I don't think this would work all that well. How do you say
'sphere of 50' radius around the orc' in SQL? For that matter, while I
like the idea of using an existing database code in a MUD server, I
think that interpretation of SQL is completely unnecessary, and far
too inefficient. I'd go for YOODA or Texas Permanent Store (or, if you
prefer to do things by hand, as I do, gdbm).
--
I refuse to use .sig
- Thread context:
- Re: [MUD-Dev] Modeling spells/skills as collections of affects, (continued)
- Modeling spells/skills as collections of affects,
S001GMU S001GMU#nova,wright.edu, Wed 03 Sep 1997, 13:49 GMT
- Modeling spells/skills as collections of affects,
S001GMU S001GMU#nova,wright.edu, Thu 04 Sep 1997, 12:50 GMT
- Modeling spells/skills as collections of affects,
S001GMU S001GMU#nova,wright.edu, Tue 09 Sep 1997, 13:18 GMT
- [MUD-Dev] Hard Sci-fi muds was Character evolution,
Brian Price blprice#bedford,net, Mon 01 Sep 1997, 01:34 GMT
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