Re: [CODE] Upcoming Patch

From: Patrick J. Dughi (dughi@IMAXX.NET)
Date: 02/05/98


> >For example, an "EDGED" flag will make the weapon unusable by clerics,
> >because a cleric is supposed to use only bludgeoning weapons.  A race
> >expansion patch will make "IRON" weapons unusable by the elven class.  All
> >the code will be well marked and modifyable.
> >
> >Anybody have suggestions for types?
>
> EDGED and IRON are a good start.
> [UN]HOLY and BLESSED might be worth something (especially if you
> have undead in your world ;)

        I did create a system of this sort, though I have yet to include
Item material types (yet), but I did invent a slew of others - cold_iron,
silver, holy/unholy, poisoned, etc.  However, these go hand in hand with
an item resis/suscept/immunity character/mob array which is
dependant mostly upon spells and race. Example, lycanthropes
do not take damage from 'normal' weapons, only silver.  However, if they
are evil, and the item is blessed, but not silver, they'll take
resist-style damage, if they're evil and the item is silver, they'll take
suscept style damage * 1.5. Silver is calculated as suscept.

                  Pretty complicated all-in-all.

        I believe that if these are the sort of effects that you're
looking for, it would be difficult to reduce to a simple generic patch.
The actual adding of flags is simple, and can be done right in the
ITEM_XXX defines, but as to the effects, I have trouble seeing how you can
make it inspecific to a mud, baring the four-basic-class anti-flag
emulation, and probably some alignment based stuff. (Of course, maybe your
mud dosen't use alignment).

                                        PjD


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