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<H1>Re: [MUD-Dev] 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>: Re: [MUD-Dev] Modeling spells/skills as collections of affects</LI>
<LI><em>From</em>: "Travis S. Casey" <<A HREF="mailto:efindel#io,com">efindel#io,com</A>></LI>
<LI><em>Date</em>: Mon, 15 Sep 1997 10:15:27 -0500 (CDT)</LI>
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<PRE>
On Wed, 10 Sep 1997, Maddy wrote:
> Previously, Shawn Halpenny wrote....
>
> > - Bubba pulls the rope and the rock moves (the rock receives a
> > message to be moved (probably came from the rope) and queries its
> > list of modifiers. Rock sees the rope modifier and calls a method
> > on it that lowers the dex required by the action by 3 (and perhaps
> > spews out a message fragment about being able to move the rock now
> > that the rope is tied to it). Execution returns to the move rock
> > method and the action succeeds since Bubba's dex was 17.)
>
> The way I see it, is that when Bubba (who is holding the rope) tries to move
> away from the rock, before it does lets him, it first tries and moves the
> rope. The rope since it has the "attached to" attribute, will then also
> check to see if what it is "attached to" can move and is not the object that
> was checking to see if it can move. Same goes for the rock. Unfortunately
> I hadn't thought about using strength or dex to limit whether the rock could
> be moved.
>
> I guess the rock would "ask" the rope what strength it had, who in turn
> would "ask" bubba, since the rope wasn't the original object who was moving.
> What if Boffo comes along and starts pulling the rope as well?
The rope could keep a list of who's pulling on it and in what directions.
Thus, if Bubba has strength 16 and Boffo has strength 18, there are
multiple possiblities:
Bubba and Boffo both pull north:
rope pulls north with strength 34 (assuming a linear scale)
Bubba pulls south and Boffo pulls north:
rope pulls north with strength 2
Bubba pulls south and Boffo pulls west:
rope pulls northwest (assuming a mud with standard compass
directions) with strength 24.
etc.
This would allow for tug o' war and other such fun things. :-)
--
|\ _,,,---,,_ Travis S. Casey <efindel#io,com>
ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-' Keeper of the rec.games.design FAQ:
'---''(_/--' `-'\_) <A HREF="http://www.io.com/~efindel/design.html">http://www.io.com/~efindel/design.html</A>
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<li><strong><A NAME="01223" HREF="msg01223.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>
<ul compact><li><em>From:</em> "Jon A. Lambert" <jlsysinc#ix,netcom.com></li></ul>
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<LI><STRONG><A NAME="01173" HREF="msg01173.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></STRONG>
<UL><LI><EM>From:</EM> Maddy <maddy#fysh,org></LI></UL></LI>
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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>
<LI><strong><A NAME="01173" HREF="msg01173.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>,
Maddy <a href="mailto:maddy#fysh,org">maddy#fysh,org</a>, Wed 10 Sep 1997, 14:15 GMT
<UL>
<LI><strong><A NAME="01174" HREF="msg01174.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>,
Shawn Halpenny <a href="mailto:malachai#iname,com">malachai#iname,com</a>, Wed 10 Sep 1997, 15:31 GMT
<UL>
<LI><strong><A NAME="01176" HREF="msg01176.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>,
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Thu 11 Sep 1997, 04:35 GMT
</LI>
<LI><strong><A NAME="01216" HREF="msg01216.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>,
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Mon 15 Sep 1997, 15:40 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01215" HREF="msg01215.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>,
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Mon 15 Sep 1997, 15:15 GMT
<UL>
<LI><strong><A NAME="01223" HREF="msg01223.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>,
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 16 Sep 1997, 04:05 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<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
</LI>
</UL>
</LI>
<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
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>
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