[MUD-Dev] Re: The Best Guy on the Mud Thing

Wes Connell wconnell at adhesive.com
Mon Sep 20 14:20:22 New Zealand Standard Time 1999

On Fri, 17 Sep 1999, Adam Wiggins wrote:

> It seems to me that you should be okay if your spell language has enough
> variations.  For example, let's say that you're using the normal alphabet;
> each letter, A through Z, is a 'rune'.  Strings of these runes together
> (ranging from 3 to 10 characters in length) are spells.  Even with only 3
> characters, there are 17,576 combinations of spells possible.  As soon as
> you go up to, say, 7 characters, there are 8,031,810,176 combinations.
> If it takes reasonably long to try a spell, say, one second, it would
> take over 250 years to try all the combinations.

Lets expand --

	Throw in a prefix that refers to the type of spell being cast. 

Bubba chants 'Flame Xsitsyz'. 
Bubba chants 'Earth Xsitsyz'.
BUbba chants 'Health Xsitsyz'.

But wouldn't this mean I would have to create 8 billion different spells
for each element/spell type? No. Just have the code generate a random
effect based on the prefix and save the effect in a database. 

Problems: 1) Eventually the DB will get huge. You could using caching and
such to slow down the access times. 2) Players can create spoilers for the
spell lists.

Might be possible to create some sort of pattern/algorithm to the magic
word. Each character could be considered a field to pass options to the
spell function.

Char1 - X = target self
	Y = target enemy
	Z = target other
Char2 - s = Power level 1
	t = Power level 2
	u = Power level 3
... etc etc etc

wconnell at adhesive.com
Those who do not understand Unix are condemned to reinvent it, poorly.
		-- Henry Spencer

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