[crossfire] move_allow attribute
Miguel Ghobangieno
mikeeusaa at yahoo.com
Mon Jan 30 01:19:34 CST 2006
I like this idea very much (though I would caution
against giving players themselves a pass wall spell),
I creates a granular permissions system that is
appealing.
--- Mark Wedel <mwedel at sonic.net> wrote:
>
> Thinking a little little about transportation
> objects (boats, horses, etc) and
> came to the realization that at some level, a
> move_allow field is needed.
>
> The basic idea is that move_allow would override
> any move_block. The case I'm
> thinking about here is boats - players normally
> can't move on the water. While
> the move_block of the water spaces for boats in
> harbor could be changed so you
> could get on the boat, this doesn't work so well if
> you anchor your boat at some
> island.
>
> The code to handle this would actually be fairly
> trivial - basically, in the
> update position, move_block &= ~move_allow
>
> This also allows for some other interesting
> things.
>
> For example, one could imagine creating a 'bridge'
> spell that goes over water
> - basically, it just acts like a wall spell, but has
> move_allow WALK on it.
>
> Passwall (letting you put holes in walls) would be
> another case.
>
> One question would be on how to handle slow_move
> attributes - should those get
> blanked out also. I'm sort of thinking yes - then
> you could also have a 'create
> road' spell to get through the jungle quickly.
>
> Thoughts? Questions?
__________________________________________________
Do You Yahoo!?
Tired of spam? Yahoo! Mail has the best spam protection around
http://mail.yahoo.com
More information about the crossfire
mailing list