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Re: [MUD-Dev] [CODE] unique items
On Sun, 19 Mar 2000, J. Coleman wrote:
> Didn't see this in the faq anywhere, and I can't seem to find any good
> implementations of it anywhere, so here goes:
>
> Does anyone know a good way to handle unique items? I want to have
> players able to make magic items themselves, that are completely custom.
> Magic items in my game will be fairly powerful because of their rarity,
> and the fact that they must be created, and not found. Is there a good
> clean way to keep an "index" file of all magic items that have been
> created this way, and to reference player files to it perhaps? How does
> everyone else do this?
I would suggest that the biggest problem in allowing players to make
completely custom items is that on the whole, players are horrible
writers, and, if given the opportunity, will make completely inappropriate
descriptions for things.
--matt
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- Thread context:
- Re: [MUD-Dev] [CODE] unique items, (continued)
- Re: [MUD-Dev] [CODE] unique items,
Ben Greear greearb#candelatech,com, Mon 20 Mar 2000, 01:42 GMT
- Re: [MUD-Dev] [CODE] unique items,
Quzah quzah#hotmail,com, Mon 20 Mar 2000, 01:42 GMT
- Re: [MUD-Dev] [CODE] unique items,
Matthew Mihaly diablo#best,com, Mon 20 Mar 2000, 01:42 GMT
- Re: [MUD-Dev] [CODE] unique items,
Lord Ashon ashon#wsunix,wsu.edu, Mon 20 Mar 2000, 17:35 GMT
- Re: [MUD-Dev] [CODE] unique items,
J C Lawrence claw#cp,net, Tue 21 Mar 2000, 20:24 GMT
- [MUD-Dev] Dynamic Load Balancing,
Kevin Scott London london#cs,utk.edu, Thu 16 Mar 2000, 22:27 GMT
- [MUD-Dev] Questions about the MudDev FAQ,
Marian Griffith gryphon#iaehv,nl, Thu 16 Mar 2000, 22:27 GMT
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