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-   -   mud question, (https://forums.graalonline.com/forums/showthread.php?t=72529)

Angel_Light 03-01-2007 11:07 PM

mud question,
 
how exactly do weapons work with mud, How do I add and read/edit them?

Inverness 03-02-2007 05:12 AM

Eh, you have to define that for yourself.
In my mudlib, each item has a list of objects to call when you apply it, and for equipable items when you apply them it triggers an event onMudApply with the item object as the parameter, then the MudEquip weapon handles the clientside stuff while the MudPlayer recalculates your stats and stuff.

Edit: I suggest if whatever server you're working on doesn't use the default Graal inventory, that you name all weapons to something that can be referenced without using makevar("weapname") or (@ "weapname").
Example Weap Names: MudControl, SystemMain, GuiInventory, GuiHud, DialogControl, SystemMovement, etc.

zokemon 03-03-2007 01:26 AM

And I suggest not making one NPCW for ever one single item that you have. Can make things rather messy :P (Meaning a NPCW for one item and a different NPCW for another, etc.)

Twinny 03-03-2007 03:38 AM

Quote:

Originally Posted by zokemon (Post 1283928)
And I suggest not making one NPCW for ever one single item that you have. Can make things rather messy :P (Meaning a NPCW for one item and a different NPCW for another, etc.)

Definitely. Keep to a +Swords, +Bows, +Magic, +Tools kinda system otherwise it is just....bleh

Angel_Light 03-03-2007 04:20 AM

Explain the us of + to me

Gambet 03-03-2007 04:49 AM

Quote:

Originally Posted by Angel_Light (Post 1283960)
Explain the us of + to me


Organization is always nice.

Angel_Light 03-03-2007 04:50 AM

I see thanks

zokemon 03-03-2007 11:36 PM

Even the whole +Swords +Magic +Bows thing is to much for me. I just use classes and join them to a main item NPCW and then define in the item archetype the "script" to use (which is the typical way of doing such systems in almost all popular MMORPGs) for various functions.


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