Just a thought... Go to aime.sourceforge.net and download AIME and take a gander at their specials code... You'll be mildly surprised. :-)
-------------------- JD Smith Team Leader www.boundless-adventures.com -------------------- ----- Original Message ----- From: "Drylar Levre" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Thursday, April 25, 2002 10:06 AM Subject: Your Thoughts and Ideas Please > I am thinking of ripping apart everything that has to do with skills and > spells. I want to write out a whole in-game spell programming language. Yes, > I understand it is going to be one huge undertaking. What I was wondering > was: how would it be best to iterate through affects each tick? If I attach > on an expandable array to each mobile (and player character) it would need > to iterate through the entire mob index, as well as descriptor lists. I > think that'll take too much memory and processor usage (but may be the only > way). I was also thinking about creating an iteration that ran through all > affects, and have a pointer back to the 'owner' of the affect. Too expand > into affects on weapons, going by affect may save some serious computation > time. What would also be the best ways to handle mob/obj loading? Has anyone > else ever attempted or done this before? Where would one go if they wanted > to get a look at how to write a simple programming language that works > inside a program? Would this all be feasible? If anyone (Including all the > flames and yabb'ing from Edwin..... We love you! ;^) has any ideas, please > let me know. Any leads that may help me are most welcome, as are > comments, -constructive- critisim, etc. I know it can be done, just want to > Do It Once And Do It Right (DIOADIR [DEE-oh uh-dur]: one word phrase, how > everything that is to be accomplished should be done, but rarely is) > > Here are a few of my ideas for 'spellC' (examples) > This would know to only affect a player or mobile in an 'attacking' way > (something to the degree of tar_offensive_mob for only mobs): > some_spell(tar_offensive_all){ > if(aff_exist(victim)) > no_aff('They are already affected by %s', spell_name) > else > addaff spell_name ( timer, to_where, to_where) > } > > This would know to go through the entire room, only affecting players: > some_spell(tar_room_defensive_all){ > if(aff_exist(victim)) > no_aff('They are already affected by %s', spell_name) > else > addaff spell_name ( timer, to_where, to_where) > } > > This is what might be used to create something (knowing type food, > automatically set wear_take, and values set by type and level): > some_spell(tar_room_none){ > create mushroom(food, caster_level, > "mushroom", > "A mushroom", > "A magic mushroom sprouts here.") > } > > Drylar Levre - > "'Twas brillig an ye slythy toves/did gyre and gymble in ye wabe/all mymsy > were ye borogoves/and ye mome raths outgrabe." > > > -- > ROM mailing list > [email protected] > http://www.rom.org/cgi-bin/mailman/listinfo/rom

