[MUD-Dev] Modeling spells/skills as collections of affects

Jeff Kesselman jeffk at tenetwork.com
Sun Aug 31 20:19:05 New Zealand Standard Time 1997

At 06:41 PM 8/31/97 PST8PDT, Brain Peirce wrote:
>In the codebases I've seen thus far, spells and skills are largely
>hardcoded.  I would like to implement a system where they were instead
>parameterized and stored in the mud's database.  

Heh. The borken record says "Youv'e just defined the hero System.  lost
infinite colelction of effects created from a base set of "operations". You
migth want to loo kat it if you haven't yet.  If nthoign else it will save
you a lot of reinventing the wheel in terms of ideas you can be :"inspired"
by, and it ash a LOT of play testing (more tehn 10 years worth sicen the
original release.)


Jeff Kesselman
Snr. Game Integration Engineer
TEN -- The Total Entertainment Network -- www.ten.net

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