Re: New rules for CircleMUD?

From: Brian Hartvigsen (tresni@ikickass.org)
Date: 08/16/01


At 10:36 AM 8/14/01 +0200, you wrote:
> > #include <stdio.h>
> > main(t,_,a)
> > char *a;
> > {
> > return!0<t?t<3?main(-79,-13,a+main(-87,1-_,main(-86,0,a+1)+a)):
> > 1,t<_?main(t+1,_,a):3,main(-94,-27+t,a)&&t==2?_<13?
> > main(2,_+1,"%s %d %d\n"):9:16:t<0?t<-72?main(_,t,
> > "@n'+,#'/*{}w+/w#cdnr/+,{}r/*de}+,/*{*+,/w{%+,/w#q#n+,/#{l+,/n{n+,/+#n+,/#\
> > ;#q#n+,/+k#;*+,/'r :'d*'3,}{w+K w'K:'+}e#';dq#'l \
> > q#'+d'K#!/+k#;q#'r}eKK#}w'r}eKK{nl]'/#;#q#n'){)#}w'){){nl]'/+#n';d}rw'
> i;# \
> > ){nl]!/n{n#'; r{#w'r nc{nl]'/#{l,+'K {rw' iK{;[{nl]'/w#q#n'wk nw' \
> > iwk{KK{nl]!/w{%'l##w#' i; :{nl]'/*{q#'ld;r'}{nlwb!/*de}'c \
> > ;;{nl'-{}rw]'/+,}##'*}#nc,',#nw]'/+kd'+e}+;#'rdq#w! nr'/ ') }+}{rl#'{n'
> ')#\
> > }'+}##(!!/")
> >   :t<-50?_==*a?putchar(31[a]):main(-65,_,a+1):main((*a=='/')+t,_,a+1)
> >     :0<t?main(2,2,"%s"):*a=='/'||main(0,main(-61,*a,
> > "!ek;dc i@bK'(q)-[w]*%n+r3#l,{}:\nuwloca-O;m .vpbks,fxntdCeghiry"),a+1);
> > }
>UGH!
>And I thought my code was bad...

Heh I agree with that remark..  That scary part is that code actually works
(I tested it)  The only thing I want to know is: Did you come up with that
yourself George and who the hell does that work?!

Anyway onto the real discussion:
I believe that attempting to impelement a majority of the rules from
Edition 3 would be a really bad idea.  Most people now days who come
looking for a MUD don't really care (or atleast not the ones I've met)  Now
this isn't saying it's a completely bad idea.  It would improve alot of
things in the code (such as gettin rid of the str_mod [or WETFTVI] and
making most of the attributes more worth while) but implementing the feats,
skills, and spells is bad idea.  As you've said before, CircleMUD is
something to be improved upon (with features such as skill,spells,etc) by
the Implementor not the community [or something to that effect anyway]...

Brian

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