<hr><h2>Classes</h2> These are nice data types for dealing with... Data!<p> <dl> <dt><a name="class_ritual"> <img src="images/cyan-ball.gif" width=12 height=12 alt=" * "><b>ritual</b></a><pre> class ritual { string name; string family; int base_gp_cost; int * align; int targets; class stage * stages; int pk_check; int teach_base; int learn_base; string training_skill; int movement; int speech; int vision; string * materials , * consumables; function target_check; string resist_skill; string help; int offensive; object caster; object imbue; object * rit_targets; object * resistors; int current_stage; int start_time; int target_count; function valid; int degree; string deity; mapping difficulties; mapping benefits; } </pre><dd> Data Storage for Rituals <p> <dt><a name="class_stage"> <img src="images/cyan-ball.gif" width=12 height=12 alt=" * "><b>stage</b></a><pre> class stage { int key; string * messages; string skill; int level; string * materials; string * consumables; int pause; int time_modifier; function success_func; string prayer; int imbue_source; } </pre><dd> Each ritual has one or more stages. Each stage must have messages for both the player and external parties. Each stage can optionally have a skill check. Each stage can optionally have items which can be consumed. Each stage can be optionally lengthened, this will then be modified by other factors. [alignment and skill]. This defaults to 1 if not entered. <p> </dl> <hr> <center><font size="-1"><a href="http://discworld.imaginary.com/login.html">Discworld MUD</a>'s distribution world wide web pages.<br>brought to you by<br><strong>Cut Me Own Throat Dibbler's <a href="http://discworld.imaginary.com/sausages.html">Sensational Sausages</a>; buy one while they are hot.</strong><br>File last modified: Fri, 05 Sep 2003 20:51:44 GMT<br> <hr>Lost? Try Discworld's <a href="http://discworld.imaginary.com/">home page</a>.</center></body></html>