<hr><h2>Classes</h2>
These are nice data types for dealing with... Data!<p>
<dl>
<dt><a name="class_ritual">
<img src="images/cyan-ball.gif" width=12 height=12 alt=" * "><b>ritual</b></a><pre>
class ritual {
string name;
string family;
int base_gp_cost;
int * align;
int targets;
class stage * stages;
int pk_check;
int teach_base;
int learn_base;
string training_skill;
int movement;
int speech;
int vision;
string * materials , * consumables;
function target_check;
string resist_skill;
string help;
int offensive;
object caster;
object imbue;
object * rit_targets;
object * resistors;
int current_stage;
int start_time;
int target_count;
function valid;
int degree;
string deity;
mapping difficulties;
mapping benefits;
}
</pre><dd>
Data Storage for Rituals
<p>
<dt><a name="class_stage">
<img src="images/cyan-ball.gif" width=12 height=12 alt=" * "><b>stage</b></a><pre>
class stage {
int key;
string * messages;
string skill;
int level;
string * materials;
string * consumables;
int pause;
int time_modifier;
function success_func;
string prayer;
int imbue_source;
}
</pre><dd>
Each ritual has one or more stages.
Each stage must have messages for both the player and external parties.
Each stage can optionally have a skill check.
Each stage can optionally have items which can be consumed.
Each stage can be optionally lengthened, this will then be modified by
other factors. [alignment and skill]. This defaults to 1 if not entered.
<p>
</dl>
<hr>
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