Re: Coding idea, and possible implementations

From: The Fungi (fungi@yuggoth.org)
Date: 01/05/03


On Sun, Jan 05, 2003 at 12:02:29PM -0600, Tseran wrote:
[...]
> - Skill checks for detection.  If you succeed, you get an object that
> says you did.  From then on, you don't need to detect it again if you
> have that object.
> - Test quests...if you go through the maze of brambles, you will get a
> bramble invisible object, and if you don't have that object, and
> somehow make it through the maze with a teleport, the questor will know
> you cheated and tell you to do it again.
> - Adding some kind of 'flavor' to a player.  If they walk through the
> marsh of skunk stench, they will always be carrying a stench object.
> If they are stenched, they can't get into the hall of happiness.
>
> Anyone else have any ideas?
[...]

Most of the above affects can be accomplished with player variables
if you have DG Scripts. Just a thought...
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