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."
>
>
> --
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> [email protected]
> http://www.rom.org/cgi-bin/mailman/listinfo/rom




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