Re: Introduction code: names

From: Mathew Earle Reuther (graymere@zipcon.net)
Date: 10/10/02


On Thu, 10 Oct 2002, Templar Viper wrote:

> I've managed to succesfully create most of the introduction code,
> but there are two things that I don't know how to handle.

Only two? :)  You sure?

> does not know the other. However, I want to make players be able
> to use commands on eachother, even though they do not know
> eachother. (So, for instance, the introduce command can be used)

I'd look at the code used for mob keynames.  Add in player keynames which
are generated from sex, race and features as well as name.  That's what
I'd do anyway. :)

> is writing into it. So it can be the player name, the feature string,
> but not dependand on who the player knows. So how do I make
> objects interactive?

Make a new struct for items and call it "associated" or "pointer" or
"former_player" . . . start it out everywhere needed as NULL and in the
code generation portion, set it to the dead body.  Then use that to access
info you need.

I THINK this is what you'll need.  At least, that's what I would look into
doing if I were you.

Best of luck with the code!

-Mathew

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