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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>: Jeff Kesselman <<A HREF="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</A>></LI>
<LI><em>Date</em>: Sun, 31 Aug 1997 20:19:05 -0700</LI>
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<PRE>
At 06:41 PM 8/31/97 PST8PDT, Brain Peirce wrote:
>In the codebases I've seen thus far, spells and skills are largely
>hardcoded. I would like to implement a system where they were instead
>parameterized and stored in the mud's database.
Heh. The borken record says "Youv'e just defined the hero System. lost
infinite colelction of effects created from a base set of "operations". You
migth want to loo kat it if you haven't yet. If nthoign else it will save
you a lot of reinventing the wheel in terms of ideas you can be :"inspired"
by, and it ash a LOT of play testing (more tehn 10 years worth sicen the
original release.)
JK
Jeff Kesselman
Snr. Game Integration Engineer
TEN -- The Total Entertainment Network -- www.ten.net
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<LI><STRONG><A NAME="00927" HREF="msg00927.html">Modeling spells/skills as collections of affects</A></STRONG>
<UL><LI><EM>From:</EM> "Brian Price" <blprice#bedford,net></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="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
<UL>
<LI><strong><A NAME="01229" HREF="msg01229.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>,
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Tue 16 Sep 1997, 20:39 GMT
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<LI><strong><A NAME="00927" HREF="msg00927.html">Modeling spells/skills as collections of affects</A></strong>,
Brian Price <a href="mailto:blprice#bedford,net">blprice#bedford,net</a>, Mon 01 Sep 1997, 01:41 GMT
<UL>
<LI><strong><A NAME="00928" HREF="msg00928.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 01 Sep 1997, 02:21 GMT
</LI>
<LI><strong><A NAME="00931" HREF="msg00931.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>,
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Mon 01 Sep 1997, 03:17 GMT
</LI>
<LI><strong><A NAME="01101" HREF="msg01101.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>, Thu 04 Sep 1997, 23:50 GMT
<UL>
<LI><strong><A NAME="01116" HREF="msg01116.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>, Fri 05 Sep 1997, 23:49 GMT
<UL>
<LI><strong><A NAME="01131" HREF="msg01131.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>, Sat 06 Sep 1997, 16:25 GMT
</LI>
<LI><strong><A NAME="01170" HREF="msg01170.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>, Tue 09 Sep 1997, 21:06 GMT
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