On 06-Oct-01 Mark Wedel wrote: > I do think the easier approach is to just clean up all those multiple > meanings. This may mean adding 20 or so new fields to the object structure, > but > see not above about memory not being that big an issue. And of course, call > these these new elements something that makes sense to their purpose, and not > something like 'last_heal', which has some meaning for skill objects when > using > permanent experience (or food representing charges in a wand, etc). Some of > these things could have names that are used across object classes - you could > add a field called 'uses', which could represent both the wand charges as > well > as how much a teleporter could get used (not that there is any functionality > like that right now, but IMO, rather than things being use_once or use > forever, > having charges on other attributes would probably be useful). I really like this idea the best. I think it gets everyone what they want, without having to rewrite the whole engine. --- Tim Rightnour < root at garbled.net > NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi