Re: 2 questions

From: Patrick J. Dughi (dughi@IMAXX.NET)
Date: 03/03/98


On Tue, 3 Mar 1998, Brandon C. Phelps wrote:

> i saw the code to stop somebody from following you in the list and i
> just wanted to know where to put it?
>
        ouch. This one made my head hurt.

        You can put in anywhere you like, and make sure to prototype it in
interpreter.c, as well as add an entry to your command table (also found
in interpreter.c).  Look for do_kick for an example.

(point of sarcasm)
ObCircle:

        Whilst determining the exact style of the in-the-works path
editor, I was slowed by a conundrum.  Say I want to have a peacekeeper
with a route - he'll check in on the bakery, chat with the armourer, etc.
What happens to the other peacekeepers then? They'll all have the same
route. And since its all time based, they'll all talk to the baker, the
armourer, etc at the same time.  Kinda stpid looking.  On the other hand,
I don't want to have to make a brand new mob every time with identical
stats each time I make one with a path.
        Here was my solution, and I'm hoping someone could come up with a
better one.  I simply said that any particular mob could have a number of
paths, and that which one was activated could be set in the zedit when the
mob is loaded - makes sense to me since I thought that the mobs starting
room would play a decent part of where it would eventually travel to.
That way, a mob's path would default to noneexistant for currently
existing mobs, no changes to .zon files needed, and new ones could be set
pretty easily.
        Oh - also as a note, instead of a seprate editor (pedit command),
its actually just going to be an addon to medit - which ought to make
sense as well.

        Though not in this rev, any ideas on a way to access progs or
scripts?  A global script/prog database would be nice, but too much
effort? MobProgs have an include or I think its called INPROG directive
which allow it to load up a named file and parse it as a mobprog - I had
heard problems about this though.  Do dgscripts allow that functionality,
or is it required that they are accessed via a mob?

                                                PjD


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