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  #1  
Old 03-01-2007, 11:07 PM
Angel_Light Angel_Light is offline
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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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Old 03-02-2007, 05:12 AM
Inverness Inverness is offline
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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.
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Old 03-03-2007, 01:26 AM
zokemon zokemon is offline
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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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Old 03-03-2007, 03:38 AM
Twinny Twinny is offline
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Quote:
Originally Posted by zokemon View Post
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
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Old 03-03-2007, 04:20 AM
Angel_Light Angel_Light is offline
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Explain the us of + to me
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Old 03-03-2007, 04:49 AM
Gambet Gambet is offline
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Explain the us of + to me

Organization is always nice.
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Old 03-03-2007, 04:50 AM
Angel_Light Angel_Light is offline
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I see thanks
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Old 03-03-2007, 11:36 PM
zokemon zokemon is offline
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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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