Re: [THEORY] Structure...

From: Del (caminturn@earthlink.net)
Date: 02/12/00


I guess this would mean you can not have individual items.
i.e. if You anchant one item, it enchants all items?
If you have any method of changing an item, it changes all items?
spells, inset, customizations, things of that nature?


Axiem wrote:
>
> I am currently really confused about how Circle MUD keeps track of items
> and such, and then finds them with the [v]stat commands...and I think I
> have a better idea for implementation of structures, and which allows a
> much easier to deal with OLC, IMO. Object can also mean mobile in the
> following:
>
> Instead of a 'generic' object structure, there'd be two structures for
> objects. One would be used as information is being loaded from the
> actual files. It would be indexed by vnum (of course), and contain all
> essential information of the object (name, description, item values,
> etc.). This structure would have absolutely no representation in the
> MUD.
> But when an object exists in a MUD, we use a different structure. We
> keep track of this one by a different number (rnum?). Inside this
> structure would be the vnum of the model object, and then temporary
> flags. If whenever we want to reference the stats of that real object,
> then we merely look at the vnum, and read the stats of the object with
> that vnum. With OLC, then, if we wanted to change every single occurance
> of a weapon, we wouldn't..we'd just change the stats of the original
> vnum. The rnum object could have flags for enchanted, keep track of
> where it is, etc. The vnum object would just stay in memory.
>
> Similar goes for mobs. As with rooms. Have a 'base' structure per vnum,
> and then every occurance of that have a structure that points to the
> 'base' structure for universal constants.
>
> Sounds good..I'm thinking about doing it..any
> suggestions/comments/thoughts on the matter?
>
> -Axiem
> -axiem@swbell.net
>
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