Re: SpecProc's for weapons.

From: Ron Poulton (ron@res.com)
Date: 07/21/95


Wow.  The idea of having a object pulses within the code is awesome.  
What might be formed within the game is an 'object-act' structure which 
would hold any interactions between the object and a player or NPC, 
somewhat like the mob-act routines available.  Circle would scan through 
these structures for the object-acts every pulse.  Since the object-acts 
are memory-based, it would be plenty quick enough to have a few 
intelligent objects within the game.

This could also solve a problem I've been having.  The Pet Store within 
my game here, for some reason, sells animals for free.  I've been looking 
through the code, the shop files, the mob files, object files, and so 
forth, for something to determine how much the mobs sell for, or any sort 
of Pet Shop operations.  I haven't had any luck.

If I could implement object-acts, I could define the kitten, puppy, etc. 
as objects and set up object acts for them.  That way I can set their 
values and they can still be ordered to do things.



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