Hi! As a newby on the list I might disturbe some rules, but anyways:
I have an idea, which will add an interesting aspect to CirleMud. The
main idea is adding a treasure-type, which can be given to any object and
mobile in the game.
This treasure-idea came originally from Frank Tore Johanson's game CrossFire.
The implementation will do the following:
- every treasure assigned to an object/mobile will create a list of objects
- every object in the treasure needs a roll to appear in this list
- when the roll fails, a sub-treasure-list will be taken
The struct for the treasure will look something like this:
struct treasure {
int roll_needed; /* minimum roll needed */
struct object *object; /* create this */
struct treasure *next, /* next in list */
*succeded_next, /* when roll succeded */
*failed_next; /* when roll failed */
}
..fairly straight-forward...
When included, this type will change alot in the game :
- almost all mobiles will carry objects
- mobiles won't always carry the same inventory
- treasure-chests are much more surprising ;-)
- editing mobile-inventory will be greatly improved
- etc
Please, give it a thought (perhaps implement it before the release of 3.0 ?).
Bye,
Patrick (Thal) van Logchem (v912152@si.hhs.nl)
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