Re: [crossfire] move_allow attribute

2006-01-30 Thread Mark Wedel
Miguel Ghobangieno wrote: > move_allow * would just add some more control over > movement permissions so that one can more easily set > what cannot and what can pass over the tile; more > granularity. > > Theoretically, after this is added, spells can be > created (such as build bridge, which coul

Re: [crossfire] move_allow attribute

2006-01-30 Thread Miguel Ghobangieno
move_allow * would just add some more control over movement permissions so that one can more easily set what cannot and what can pass over the tile; more granularity. Theoretically, after this is added, spells can be created (such as build bridge, which could set move_allow walk on the affected wa

Re: [crossfire] move_allow attribute

2006-01-30 Thread Alex Schultz
Miguel Ghobangieno wrote: >(though I would caution against giving players themselves a pass wall spell) > As I understand it, with what Mark is saying, walls would have to explicitly be set to allow passwall. Alex Schultz ___ crossfire mailing list cr

Re: [crossfire] move_allow attribute

2006-01-30 Thread Miguel Ghobangieno
I like this idea very much (though I would caution against giving players themselves a pass wall spell), I creates a granular permissions system that is appealing. --- Mark Wedel <[EMAIL PROTECTED]> wrote: > > Thinking a little little about transportation > objects (boats, horses, etc) and >

[crossfire] move_allow attribute

2006-01-29 Thread Mark Wedel
Thinking a little little about transportation objects (boats, horses, etc) and came to the realization that at some level, a move_allow field is needed. The basic idea is that move_allow would override any move_block. The case I'm thinking about here is boats - players normally can't mov