> Its probably not a great idea to make all changes to player files only in the > descriptor data. That's more for dealing with the player's state of > connectedness, and whatever... it is easy to expand the player structure > without corrupting the player files - for example, all those 'sparen' entries > in player_specials_saved or whatever can be made into lots of things (just > don't change their type). And if you want to add something to the player file > that isn't saved but only applies while logged on then it won't corrupt the > player files at all to add it. Just make sure you initialize it properly in > db.c. I'll check into the player-file routines and see how reasonable it would be to expand the data structure. I had assumed the playerfile was read in directly as a block rather than piece by piece. <thot> > Another thing, it seems kinda unrealistic for everyone in the room to see > "The ball of energy pierces Thruvius for _exactly_ 43 damage!"... > > Just my 2 cents... Yup. They won't know how much damage until later. For example, levels 1 to 4 will just see the 'hit' messages, level 6 to 12 will see an approximation, 13 and higher will see a closer figure, and so forth. Levels 26 and higher might see the exact damage. Basically, it's a play on the experience of the character.
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