Re: SpecProc's for weapons.

From: Mark Redshaw(midnight) (midnight@buffnet.net)
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



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