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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>: <A HREF="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</A></LI>
<LI><em>Date</em>: Sun, 19 Mar 2000 23:28:33 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI>
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<PRE>
[Draymoor" &lt;fibhufky#erols,com&gt;:]

&gt; This system is nice because it makes the world 100% persistant. Mobs
&gt; remember where they are after a reboot, as well as anything else. There are
&gt; no formal resets. However, I use special root room where "destroyed"
&gt; entities are sent by default. Any repop or resurrection would be handled by
&gt; scripts.
&gt;
&gt; There is one thing that might be viewed as a downside, and that is that each
&gt; entity is unique. This system works wonderfully for small worlds. For large
&gt; worlds (Like I plan mine to be), a special object copy command would be
&gt; essencial.

Inheritance. My system is similar, in that all entities are unique. However,
I use single inheritance (possibly many levels) to supply default values
for most things. Thus I have a "generic monster" that all monsters
inherit from. It supplies things like messages triggered when you try
to pick it up, etc. Customization then adds new properties, or overrides
default (inherited) ones. See the AmigaMUD section on my web pages for
far more detail than you have the interest to read. :-)

-- 
Don't design inefficiency in - it'll happen in the implementation.

Chris Gray     cg#ami-cg,GraySage.Edmonton.AB.CA
               <A  HREF="http://www.GraySage.Edmonton.AB.CA/cg/">http://www.GraySage.Edmonton.AB.CA/cg/</A>



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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00672" HREF="msg00672.html">[MUD-Dev] The Meta list is now open and active.</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Mon 20 Mar 2000, 18:58 GMT
<LI><strong><A NAME="00671" HREF="msg00671.html">[MUD-Dev] Licensing and Clauses</A></strong>, 
Chris Jacobson <a href="mailto:fear#technologist,com">fear#technologist,com</a>, Mon 20 Mar 2000, 17:35 GMT
<LI><strong><A NAME="00667" HREF="msg00667.html">Re: [MUD-Dev] [CODE] unique items</A></strong>, 
Draymoor <a href="mailto:fibhufky#erols,com">fibhufky#erols,com</a>, Mon 20 Mar 2000, 05:26 GMT
<UL>
<LI><strong><A NAME="00670" HREF="msg00670.html">Re: [MUD-Dev] [CODE] unique items</A></strong>, 
Marc Bowden <a href="mailto:ryumo#merit,edu">ryumo#merit,edu</a>, Mon 20 Mar 2000, 17:35 GMT
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</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00668" HREF="msg00668.html">Re: [MUD-Dev] [CODE] unique items</A></strong>, 
cg <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Mon 20 Mar 2000, 06:32 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00664" HREF="msg00664.html">[MUD-Dev] Kanga.Nu has a new IP</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Mon 20 Mar 2000, 01:38 GMT
<LI><strong><A NAME="00650" HREF="msg00650.html">[MUD-Dev] Star Wars gmud?</A></strong>, 
Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Fri 17 Mar 2000, 17:44 GMT
<LI><strong><A NAME="00647" HREF="msg00647.html">[MUD-Dev] Open Gaming?</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Fri 17 Mar 2000, 07:34 GMT
<LI><strong><A NAME="00646" HREF="msg00646.html">Re: [MUD-Dev] Open Source Environments / MacOS X</A></strong>, 
Chris Jacobson <a href="mailto:fear#technologist,com">fear#technologist,com</a>, Fri 17 Mar 2000, 07:33 GMT
</LI>
</UL></BLOCKQUOTE>

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