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mud question,
how exactly do weapons work with mud, How do I add and read/edit them?
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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. |
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.)
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Explain the us of + to me
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Organization is always nice. |
I see thanks
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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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