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<H1>Re: [MUD-Dev] [CODE] unique items</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] [CODE] unique items</LI>
<LI><em>From</em>: Kevin Scott London &lt;<A HREF="mailto:london#cs,utk.edu">london#cs,utk.edu</A>&gt;</LI>
<LI><em>Date</em>: Mon, 20 Mar 2000 00:16:59 -0500 (EST)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Sun, 19 Mar 2000, Ben Greear wrote:

&gt; "J. Coleman" wrote:
&gt; &gt; 
&gt; &gt; Does anyone know a good way to handle unique items? I want to have
&gt; &gt; players able to make magic items themselves, that are completely custom.
&gt; &gt; Magic items in my game will be fairly powerful because of their rarity,
&gt; &gt; and the fact that they must be created, and not found. Is there a good
&gt; &gt; clean way to keep an "index" file of all magic items that have been
&gt; &gt; created this way, and to reference player files to it perhaps? How does
&gt; &gt; everyone else do this?
&gt; &gt; 
&gt; &gt;         -Justin
In smaug we have "glory" that allows people to specialize weapon/armor/eq,
we keep an index of all the objects and save that to the pfile, then any
changes are saved to the pfile.  I would highly suggest setting a flag, or
having a very big detriment to the player for making a powerful magical
item, or people will make bots and make them all the time.  As for
creating indexs, you could set a flag on the item (A bit), that states it
was made, and when you loadup the pfile, simply make a double or single
linked list of items made on loadup as well as inserting it in the main
obj list, then remove them from the special list when they are extracted.
Kevin London aka Nivek ;)




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<LI><STRONG><A NAME="00663" HREF="msg00663.html">Re: [MUD-Dev] [CODE] unique items</A></STRONG>
<UL><LI><EM>From:</EM> Ben Greear &lt;greearb#candelatech,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00637" HREF="msg00637.html">[MUD-Dev] MudDev FAQ part 1</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Thu 16 Mar 2000, 22:27 GMT
<UL>
<LI><strong><A NAME="00651" HREF="msg00651.html">Re: [MUD-Dev] MudDev FAQ part 1</A></strong>, 
Todd McKimmey <a href="mailto:rufus#wombatgames,com">rufus#wombatgames,com</a>, Fri 17 Mar 2000, 19:00 GMT
<UL>
<LI><strong><A NAME="00659" HREF="msg00659.html">[MUD-Dev] [CODE] unique items</A></strong>, 
J. Coleman <a href="mailto:stormknight#alltel,net">stormknight#alltel,net</a>, Sun 19 Mar 2000, 18:25 GMT
<UL>
<LI><strong><A NAME="00663" HREF="msg00663.html">Re: [MUD-Dev] [CODE] unique items</A></strong>, 
Ben Greear <a href="mailto:greearb#candelatech,com">greearb#candelatech,com</a>, Mon 20 Mar 2000, 01:42 GMT
<UL>
<LI><strong><A NAME="00666" HREF="msg00666.html">Re: [MUD-Dev] [CODE] unique items</A></strong>, 
Kevin Scott London <a href="mailto:london#cs,utk.edu">london#cs,utk.edu</a>, Mon 20 Mar 2000, 05:26 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00662" HREF="msg00662.html">Re: [MUD-Dev] [CODE] unique items</A></strong>, 
Quzah <a href="mailto:quzah#hotmail,com">quzah#hotmail,com</a>, Mon 20 Mar 2000, 01:42 GMT
<UL>
<LI><strong><A NAME="00665" HREF="msg00665.html">Re: [MUD-Dev] [CODE] unique items</A></strong>, 
J. Coleman <a href="mailto:stormknight#alltel,net">stormknight#alltel,net</a>, Mon 20 Mar 2000, 05:26 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00661" HREF="msg00661.html">Re: [MUD-Dev] [CODE] unique items</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Mon 20 Mar 2000, 01:42 GMT
</LI>
<LI><strong><A NAME="00669" HREF="msg00669.html">Re: [MUD-Dev] [CODE] unique items</A></strong>, 
Lord Ashon <a href="mailto:ashon#wsunix,wsu.edu">ashon#wsunix,wsu.edu</a>, Mon 20 Mar 2000, 17:35 GMT
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