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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>: <A HREF="mailto:S001GMU#nova,wright.edu">S001GMU#nova,wright.edu</A></LI>
<LI><em>Date</em>: Tue, 09 Sep 1997 09:16:43 -0500 (EST)</LI>
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<PRE>

sorry for the delayed response... RL reared its ugly head for a while and I
didn't have a chance to get back to this until now.  :)

Date: Thu, 04 Sep 1997 01:14:50 +0000 (PST8PDT)
From: Miroslav Silovic &lt;silovic#mare,zesoi.fer.hr&gt;

&gt;Caliban Tiresias Darklock &lt;caliban#darklock,com&gt; writes:
&gt;
&gt;&gt; S001GMU#nova,wright.edu wrote:
&gt;&gt; &gt; 
&gt;&gt; &gt; Spell
&gt;&gt; &gt; construction would consist of building the query (would definately want some
&gt;&gt; &gt; interface here so that ppl don't have to learn SQL to create spells on the
&gt;&gt; &gt; MUD!), 
&gt;&gt; 
&gt;&gt; WAIT! WAIT! The language of magic! This is a GREAT idea!
&gt;
&gt;Check mage2mage system (somebody posted the URL here not long ago, or
&gt;I could email if you request). They specced out the costs for each
&gt;executed statement in the language. And I also loved the fact that to
&gt;create a permanent magical item, you have to bind a demon into it, and
&gt;to summon a demon, you have to sacrifice a living, sentient
&gt;creature...

I'll have to look into that...  someone posted it here, I believe, but I
have yet to read it.  RL again..ugh. :P

&gt;&gt; Translate all the SQL syntax into pseudo-Latin words, give your database
&gt;&gt; fields odd names, and make people type in the queries in this strange
&gt;&gt; fictional language. That would be so cool. 
&gt;
&gt;Umm, I don't think this would work all that well. How do you say
&gt;'sphere of 50' radius around the orc' in SQL?

That depends entirely on how you have your world stored in memory.
Diku-style rooms don't use 50' Radii spells, etc.   Assuming you use
a "real" coord system, you could do a query like so (forgive the
psuedo-SQL-code.  I'm not up on my SQL):
  get target orc's coords,
  modify all creatures whose ((coords - orc's coords) &lt; 50').
I believe that's really not all that complicated in SQL.  Depending on the
way you have you info indexed, that can be quite an efficient search too.

&gt;                                              For that matter, while I
&gt;like the idea of using an existing database code in a MUD server, I
&gt;think that interpretation of SQL is completely unnecessary, and far
&gt;too inefficient.

Aye, that may be.  For now, I'm gonna stick with it, though.  When I start
to run into speed problems, and the efficiency of the SQL conversion is the
problem, I'll look into removing it.  :)

-Greg



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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Modeling spells/skills as collections of affects</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="01049" HREF="msg01049.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>, Wed 03 Sep 1997, 17:03 GMT
<UL>
<LI><strong><A NAME="01070" HREF="msg01070.html">Re: [MUD-Dev]  Modeling spells/skills as collections of affects</A></strong>, 
Miroslav Silovic <a href="mailto:silovic#mare,zesoi.fer.hr">silovic#mare,zesoi.fer.hr</a>, Thu 04 Sep 1997, 08:11 GMT
</LI>
<LI><strong><A NAME="01071" HREF="msg01071.html">Re: [MUD-Dev]  Modeling spells/skills as collections of affects</A></strong>, 
Miroslav Silovic <a href="mailto:silovic#mare,zesoi.fer.hr">silovic#mare,zesoi.fer.hr</a>, Thu 04 Sep 1997, 08:13 GMT
</LI>
</UL>
</LI>
</ul>
<LI><strong><A NAME="01078" HREF="msg01078.html">Modeling spells/skills as collections of affects</A></strong>, 
S001GMU <a href="mailto:S001GMU#nova,wright.edu">S001GMU#nova,wright.edu</a>, Thu 04 Sep 1997, 12:50 GMT
</LI>
<LI><strong><A NAME="01168" HREF="msg01168.html">Modeling spells/skills as collections of affects</A></strong>, 
S001GMU <a href="mailto:S001GMU#nova,wright.edu">S001GMU#nova,wright.edu</a>, Tue 09 Sep 1997, 13:18 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00926" HREF="msg00926.html">[MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Brian Price <a href="mailto:blprice#bedford,net">blprice#bedford,net</a>, Mon 01 Sep 1997, 01:34 GMT
<UL>
<LI><strong><A NAME="00930" HREF="msg00930.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Mon 01 Sep 1997, 03:14 GMT
</LI>
<LI><strong><A NAME="01012" HREF="msg01012.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, 
Shawn Halpenny <a href="mailto:malachai#iname,com">malachai#iname,com</a>, Tue 02 Sep 1997, 16:12 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00929" HREF="msg00929.html">Re: [MUD-Dev] Hard Sci-fi Muds was Character Evolution</A></strong>, 
Brian Price <a href="mailto:blprice#bedford,net">blprice#bedford,net</a>, Mon 01 Sep 1997, 02:48 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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