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Modeling spells/skills as collections of affects
Date: Thu, 04 Sep 1997 02:42:52 +0000 (PST8PDT)
From: cg#ami-cg,GraySage.Edmonton.AB.CA (Chris Gray)
>[Greg ?:]
>
>:I've been mulling over this idea of making spells more than just a special
>:block of code that does whatever you want it to. We are using a Relational
>:DB and it occurred to me that most (if not all) spells would only be
>:modifying values in the DB.
>
>Don't forget information spells - those that provide the caster with
>information not normally available. On my little server, the two I use
>most often are "look", which lets me look at a character regardless of
>where that character is, and "find", which shows what that character
>currently sees. Both work even if the character is not currently logged
>in, which is important given how infrequently I check!
build a new view of the data. quite simple really. It would be different
from 'modify' spells, and probably would require another type of entry in
the costs table, but it's not fundamentally different from a slightly more
complicated spell... it would require more than a simple update query,
but nothing too terrible... Thanks for pointing it out. I had forgotten
about them. :)
-Greg
- Thread context:
- 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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