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<H1>Modeling spells/skills as collections of affects</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Modeling spells/skills as collections of affects</LI>
<LI><em>From</em>: "Brian Price" <<A HREF="mailto:blprice#bedford,net">blprice#bedford,net</A>></LI>
<LI><em>Date</em>: Sun, 31 Aug 1997 21:58:27 +0000</LI>
<LI><em>Comments</em>: Authenticated sender is <blprice#bedford,net></LI>
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<PRE>
In the codebases I've seen thus far, spells and skills are largely
hardcoded. I would like to implement a system where they were instead
parameterized and stored in the mud's database. One approach to this
would be to describe spells and skills as a collection of
event-dependant affects. To implement this, the definition of affects
would need to be expanded a bit, for example, a mud object's location
would be an affectable state. Also, there would need to be a system
of events which would trigger the various affects.
Has such a system been implemented elsewhere? If not, any thoughts on
how such a system could/should be implemented?
Thanks,
Brian Price aka Delver <blprice#bedford,net>
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<li><strong><A NAME="01101" HREF="msg01101.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>
<ul compact><li><em>From:</em> clawrenc#cup,hp.com</li></ul>
<li><strong><A NAME="00931" HREF="msg00931.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>
<ul compact><li><em>From:</em> Jeff Kesselman <jeffk#tenetwork,com></li></ul>
<li><strong><A NAME="00928" HREF="msg00928.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>
<ul compact><li><em>From:</em> caliban#darklock,com (Caliban Tiresias Darklock)</li></ul>
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<ul><li>Thread context:
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<LI><STRONG>Re: [MUD-Dev] Modeling spells/skills as collections of affects</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="01185" HREF="msg01185.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>,
Dan Shiovitz <a href="mailto:scythe#u,washington.edu">scythe#u,washington.edu</a>, Thu 11 Sep 1997, 22:03 GMT
<UL>
<LI><strong><A NAME="01198" HREF="msg01198.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 12 Sep 1997, 21:46 GMT
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<LI><strong><A NAME="01220" HREF="msg01220.html">RE: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>,
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Mon 15 Sep 1997, 16:54 GMT
<UL>
<LI><strong><A NAME="01229" HREF="msg01229.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>,
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Tue 16 Sep 1997, 20:39 GMT
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<LI><strong><A NAME="00927" HREF="msg00927.html">Modeling spells/skills as collections of affects</A></strong>,
Brian Price <a href="mailto:blprice#bedford,net">blprice#bedford,net</a>, Mon 01 Sep 1997, 01:41 GMT
<UL>
<LI><strong><A NAME="00928" HREF="msg00928.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>,
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Mon 01 Sep 1997, 02:21 GMT
</LI>
<LI><strong><A NAME="00931" HREF="msg00931.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>,
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Mon 01 Sep 1997, 03:17 GMT
</LI>
<LI><strong><A NAME="01101" HREF="msg01101.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 04 Sep 1997, 23:50 GMT
<UL>
<LI><strong><A NAME="01116" HREF="msg01116.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>,
Dan Shiovitz <a href="mailto:scythe#u,washington.edu">scythe#u,washington.edu</a>, Fri 05 Sep 1997, 23:49 GMT
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