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<H1>[MUD-Dev] Re: MUD-Dev request rejected</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: MUD-Dev request rejected</LI>
<LI><em>From</em>: Greg Miller &lt;<A HREF="mailto:gmiller#classic-games,com">gmiller#classic-games,com</A>&gt;</LI>
<LI><em>Date</em>: Fri, 04 Jun 1999 17:25:35 -0500</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
Matthew Mihaly wrote:
&gt; [Greg Miller]
&gt; &gt;see a couple of interface problems there. Why, pray tell, would the
&gt; &gt;"light pipe" and "charge death" command be needed? Seems to me they
&gt; &gt;should be implicit in the commands that follow them.
&gt;
&gt; To add layers of complexity. For instance, while you can smoke a pipe
&gt; without having equilibrium, you cannot light it. When you light a pipe, it
&gt; will stay lit for a certain period of time,and then go out. Likewise, there
&gt; are afflictions that can stop you from charging, but not from flinging.

But that doesn't answer my question. Why is the "light pipe" command
necessary? Just because the user may not be able to light the pipe isn't
a reason why lighting the pipe should be a separate command.
-- 
<A  HREF="http://www.classic-games.com/">http://www.classic-games.com/</A>
President Clinton was acquitted; then again, so was O. J. Simpson.
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00530" HREF="msg00530.html">[MUD-Dev] Mihaly's Combat</A></strong>, 
Greg Munt <a href="mailto:greg#uni-corn,demon.co.uk">greg#uni-corn,demon.co.uk</a>, Sat 05 Jun 1999, 13:43 GMT
<UL>
<LI><strong><A NAME="00550" HREF="msg00550.html">Re: [MUD-Dev] Mihaly's Combat</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Sun 06 Jun 1999, 19:57 GMT
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</UL>
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<LI><strong><A NAME="00526" HREF="msg00526.html">Re: [MUD-Dev] Parsing Text Output</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 05 Jun 1999, 05:21 GMT
<UL>
<LI><strong><A NAME="00864" HREF="msg00864.html">[MUD-Dev] Role playing and Multiple Goals</A></strong>, 
John Bertoglio <a href="mailto:alexb#internetcds,com">alexb#internetcds,com</a>, Sun 20 Jun 1999, 18:39 GMT
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</UL>
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<LI><strong><A NAME="00507" HREF="msg00507.html">[MUD-Dev] Re: MUD-Dev request rejected</A></strong>, 
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Fri 04 Jun 1999, 22:45 GMT
<LI><strong><A NAME="00505" HREF="msg00505.html">[MUD-Dev] Pay Muds &amp; Free Muds - working together, or against each other?</A></strong>, 
Greg Munt <a href="mailto:greg#uni-corn,demon.co.uk">greg#uni-corn,demon.co.uk</a>, Fri 04 Jun 1999, 22:38 GMT
<UL>
<LI><strong><A NAME="00510" HREF="msg00510.html">Re: [MUD-Dev] Pay Muds &amp; Free Muds - working together, or againsteach other?</A></strong>, 
Ross Nicoll <a href="mailto:rnicoll#lostics,demon.co.uk">rnicoll#lostics,demon.co.uk</a>, Fri 04 Jun 1999, 23:04 GMT
<UL>
<LI><strong><A NAME="00513" HREF="msg00513.html">Re: [MUD-Dev] Pay Muds &amp; Free Muds - working together, or againsteach other?</A></strong>, 
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Sat 05 Jun 1999, 01:28 GMT
<UL>
<LI><strong><A NAME="00535" HREF="msg00535.html">Re: [MUD-Dev] Pay Muds &amp; Free Muds - working together, or againsteach other?</A></strong>, 
Ross Nicoll <a href="mailto:rnicoll#lostics,demon.co.uk">rnicoll#lostics,demon.co.uk</a>, Sat 05 Jun 1999, 15:58 GMT
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</UL></BLOCKQUOTE>

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