ID:138511
 
By the way thanx alot for making that, it rocks. I just wanted to know if when you do that it needs to be recompiled every time you restart the server or if theres a way to basically just pick up where you left off. It's going to be really convient for the action going on in Maeva, which seems to be coming along ok. I'm still having trouble with the separate inventory thing. I need to have that for the system I want to use for spells and abilities. If theres a way to give verbs vars, I wont need it, but I want to be able to specify what kind of spell it is, how many of it is memorized, and it should have serveral ways to cast certain spells. Anyways thanx again!
On 7/8/00 8:24 pm DerDragon wrote:
By the way thanx alot for making that, it rocks. I just wanted to know if when you do that it needs to be recompiled every time you restart the server or if theres a way to basically just pick up where you left off.

Are you talking about the map thing off the Code & Demo's page? If so, that generates working .dmp files that can be used when you compile the game. So long as you don't make a new one, you'll still retain the old map. I don't think there's any functions to actually LOAD the .dmps at runtime (though I do have an ingenious plan...), so you have to include the compiled .dmp in your environment... however, those .dmps will remain there unless deleted manually. I think Deadron made that mainly to try to make and load maps, but he gave up while he was still ahead, instead of risking incredible frustration.

It's going to be really convient for the action going on in Maeva, which seems to be coming along ok. I'm still having trouble with the separate inventory thing. I need to have that for the system I want to use for spells and abilities. If theres a way to give verbs vars, I wont need it, but I want to be able to specify what kind of spell it is, how many of it is memorized, and it should have serveral ways to cast certain spells. Anyways thanx again!

If you're trying to use verbs, you're taking a very hard route. An easier way would be to add spells as objects, attach a verb to that object, and then change the object's variables as needed. For example,

var
obj
spell
fireball
var
memorized = 1
class = "attack"
verb
Throw(mob/M)
set src in usr
var/X = new /obj/projectile/fireball
...or any other methods you think of...

That way, you can type "Throw Fireball enemy" and it'll do whatever the fireball does to the target. That's just a suggestion, though; if you don't like that, there's ways you can attach lists to the user and then add and remove verbs as necessary.

You could also use data objects; at around Christmas I had no idea of their use... now they're like a second skin to me =)
In response to Spuzzum
On 7/8/00 10:54 pm Spuzzum wrote:
...I don't think there's any functions to actually LOAD the .dmps at runtime (though I do have an ingenious plan...), so you have to include the compiled .dmp in your environment... however, those .dmps will remain there unless deleted manually. I think Deadron made that mainly to try to make and load maps, but he gave up while he was still ahead, instead of risking incredible frustration.


Actually I just decided to solve it an easier way, using savefiles instead. I'm uploading some stuff today -- maybe I'll include that code.