Modeling spells/skills as collections of affects
blprice at bedford.net
Sun Aug 31 21:58:27 New Zealand Standard Time 1997
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. One approach to this
would be to describe spells and skills as a collection of
event-dependant affects. To implement this, the definition of affects
would need to be expanded a bit, for example, a mud object's location
would be an affectable state. Also, there would need to be a system
of events which would trigger the various affects.
Has such a system been implemented elsewhere? If not, any thoughts on
how such a system could/should be implemented?
Brian Price aka Delver <blprice at bedford.net>
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