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Re: [MUD-Dev] [CODE] unique items
> From: J. Coleman <stormknight#alltel,net>
>
> 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?
Just off the cuff, a really quick way that would work for us
(Dreamshadow pre-dates lockers or item storage, so ymmv of course.)
create() {
...
if(sizeof(children("/obj/generic/misc/ark_covenant"))<2)
new("/obj/generic/misc/ark_covenant")->move(this_object());
...
}
--------------------------------------------------------------------
Marc Bowden - Soulsinger Dreamshadow:The Legacy of the Three
ryumo#merit,edu 206.246.120.2 3333
--------------------------------------------------------------------
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- Thread context:
- Re: [MUD-Dev] Object and class heirarchies -- are they really necessary?, (continued)
- [MUD-Dev] The Meta list is now open and active.,
J C Lawrence claw#kanga,nu, Mon 20 Mar 2000, 18:58 GMT
- [MUD-Dev] Licensing and Clauses,
Chris Jacobson fear#technologist,com, Mon 20 Mar 2000, 17:35 GMT
- Re: [MUD-Dev] [CODE] unique items,
Draymoor fibhufky#erols,com, Mon 20 Mar 2000, 05:26 GMT
- [MUD-Dev] Kanga.Nu has a new IP,
J C Lawrence claw#kanga,nu, Mon 20 Mar 2000, 01:38 GMT
- [MUD-Dev] Star Wars gmud?,
Nathan F Yospe yospe#hawaii,edu, Fri 17 Mar 2000, 17:44 GMT
- [MUD-Dev] Open Gaming?,
J C Lawrence claw#kanga,nu, Fri 17 Mar 2000, 07:34 GMT
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