Talk:Builder:Worlds

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any ideas on how to treat object drops, etc. for in-air rooms? Ami has done some experimenting on how we can treat gravity in these rooms; drop triggers seem to crash the mud or something, junk rooms are too harsh....should we just sacrifice realism for these rooms, or is there some other approach we can take?


There was a brief discussion about this when it appeared in the FAQ. I have no satisfactory solution, however. I think the best one would be a new spec_proc, rather than a script. Ask your uncle Demerzel nicely?

It's pretty clear what we need... in rooms with the proc, if an item is dropped, or is created (like a corpse), or is thrown into the room (like a grenade) or falls into the room then...

If the room has a 'down' exit, move the item (and contents, if any) to the room below.

Send a message to the old room, like (<short desc> falls away...).

Check the new room to see if it has the spec_proc as well. If it does, and it has a 'down' exit, then...

Send a message to the room, such as (<short desc> hurtles past you, heading downwards...). And repeat the above. Maybe include a counter to make sure an item can't fall endlessly. Make the item 'burn up' if it falls more than five times(?), since endless loops would lock the game up.

Otherwise, send a message to the room, like (<short desc> hurtles into the room from above, and lands here with a 'splat'). If the item is not a corpse, apply a 30% chance of it getting the 'broken' flag.

The end. Wish I was better at coding :( - Artoo

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