Re: SpecProc's for weapons.

From: Mark Redshaw(midnight) (
Date: 07/22/95

On Fri, 21 Jul 1995, Ron Poulton wrote:

> 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.
um hate ta tell ya this
just change the mob to sell's experiance points to whatever ya want it to 
cost to buy devided by 3
I had the same problem and it baffeled me until I transported some mobs 
and people that were in the game to the back rooms of the pet stores and 
put 2 and 2 together

This archive was generated by hypermail 2b30 : 12/07/00 PST