Another neat way to implement clans would be to add two variables to each player: a string my_clan_name and a player-identifier my_clan_leader. my_clan_leader couldn't just be a pointer to a char_data struct, it would have to be a playerfile record number or something--I never looked at how Circle saves its data to disk. Anyways...what happens is, each player in the game can both belong to a clan (check his my_clan_leader) and *be the leader of a clan* (check and see if his my_clan_name contains a string). The result of all this is a heirarchical social structure instead of a simple clan-or-no-clan situation. This having been done, you could do a quite a bit of neat stuff with it. For instance, you can check if a player is an indirect member of a clan, and act accordingly. If I'm a Crusher, but the leader of the Crushers is a Mauler, then perhaps I can seek shelter in the Maulers' clan hall. Perhaps people that are co-clanar (in the same clan) get bonus xp when fighting in a band. Perhaps players will automatically come to the defense of a fellow clansman. There's lots of neat stuff that could be done... /email@example.com [LC/Cardy/Kilwren/Cardenyl \PASO/Paradigm/Storm ----------------------------> Overflow on /dev/null, please empty the bit bucket.
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