[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?

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