On Wed, 6 Aug 1997 angus@EDGIL.CCMAIL.COMPUSERVE.COM wrote:
> I was just mulling over in my head a way for builders to add a spec to
> a mob without me having to add a spec_assign. essentially, have the
> assigns happen on the fly using and ESPEC parameter in the
> mob/obj/world file. (would have to add espec code to the last two, but
> hey, they need it) I think it could be dynamic by doing something
> like how interpreter.c does the command pointers:
> case 'S':
> command=get_the_spec();
> ASSIGNMOB(mob_num,command);
> break;
>
> I was trying to figure out how to allow builder to assign multiple
> specs to one mob using the present system, but that will probably take
> flags or a couple of different spec pointers, like a fighting spec,
> and a non fighting spec. right now the only way to do it is how the
You can't have two currently, just make the spec_proc pointer an array and
make sure to check both in mobact.c and elsewhhere. I have the framework
down for something like this also, except I used 'P' for Procedure.
> archipelego code handles moods and citizens, the SPEC(citizen) calls
> the mood code. Any comments, questions? (please direct flames to
> root@localhost)
Citizens are cool when they call for guards help. :)
--
greerga@muohio.edu me@null.net | Genius may have its limitations, but stupidity
http://www.muohio.edu/~greerga | is not thus handicapped. -- Elbert Hubbard
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