Re: forgot

From: Patrick Dughi (
Date: 07/19/00

> Del wrote:

> > I guess if I can take 30 seconds to look up "exp" in fight.c, you can
> > too > and realize what you said is way off base!!!!  > > exp =
> MIN(max_exp_gain, GET_EXP(victim) / 3);  > > I see no level comparison
> here.
> Hrmmm, alright, you caught me being lazy.  now if you look down at the
> next few lines...
>   /* Calculate level-difference bonus */
>   if (IS_NPC(ch))
>     exp += MAX(0, (exp * MIN(4, (GET_LEVEL(victim) - GET_LEVEL(ch)))) /
> 8);
>   else
>     exp += MAX(0, (exp * MIN(8, (GET_LEVEL(victim) - GET_LEVEL(ch)))) /
> 8);
> So, we're both half wrong, or half right, take your pick.
        (being egotistical, I was half right, and half correct)

        I said to 1) edit the mob, 2) edit the gain_exp/_regardless()
functions, 3) find where the functiosn are called (mainly in fight.c) and
modify the arguments passed to them :)


        Since it may have been passed up before about the technical
disucssion about home networking, so here it is again..

        Would time be better spent developing ways to access and
integrating external scripting languages or redesigning the mud layout so
as to lend itself better to a single custom, internal scripting language?

        I personally think that one custom language would be better suited
than making it perl/python/scheme/sml/C#/tcl/basic/java/whatever.  None of
these have what it takes to insure mud-level security, and at the same
time be responsive to the most common scripting commands... the only thing
they really offer is the control mechanisms (while, if loops), and direct
access to variables, as well as aids in variable type conversion.
However, even for the sort of kludge it is, dgscripts already provides all
these admirably enough.  Shouldn't we concentrate on making what we have
better, rather that starting over with something that isn't even made to
integrate with our mud in the first place?


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