Assigning abilities [Archive] - ForumsHQ

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Rust In Peace

Assigning abilities [Archive] - ForumsHQ

Post by Rust In Peace »

Does MajorMud support the ability to add to abilities instead of overwriting them?



ie. if XYZ(x) then XYZ(x+1) instead of the way MajorMud does it now, which is, if XYZ(x) then XYZ(y).
syntax53
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Re: Assigning abilities [Archive] - ForumsHQ

Post by syntax53 »

Originally posted by Rust In Peace

Does MajorMud support the ability to add to abilities instead of overwriting them?



ie. if XYZ(x) then XYZ(x+1) instead of the way MajorMud does it now, which is, if XYZ(x) then XYZ(y).





not really sure what you're talking about ... elaborate.
Rust In Peace

Re: Assigning abilities [Archive] - ForumsHQ

Post by Rust In Peace »

Ok.. Say I have a quest that you can do multiple times. Say I assign it ability 999. So the first time you complete you get the flag 999(1). Second time you complete the quest, you get 999(2), and so on.



From what I understand, MajorMud checks for an existing ability and then gives a new one overwriting the old one.. ie testability 999(1) : giveability 999(2) or something along those lines. Does MajorMud support testability 999(1) : giveability 999(current+1).



Does that make more sense?
dxpac666
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Re: Assigning abilities [Archive] - ForumsHQ

Post by dxpac666 »

Dont have it check or test for the ability in the first place? Just guessing.
syntax53
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Re: Assigning abilities [Archive] - ForumsHQ

Post by syntax53 »

i've never seen any kind of math being done within a textblock
Panterra X
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Joined: Thu May 30, 2002 5:00 am

Re: Assigning abilities [Archive] - ForumsHQ

Post by Panterra X »

no i dont think this will work.. if you want the abil to lets say

get better with each time the user does it you will have to

make new abils.. have it check for the first and if exists add the

next and so on... the only time a ability ever gets 'replaced' is

when the takeabil flag is used.
Mortify

Re: Assigning abilities [Archive] - ForumsHQ

Post by Mortify »

try using 'addability' instead of 'giveability'.



i.e.



addability 999 1



It should add the ability if you dont have it already, and give it a value of 1. If you do have it, it should increase the value for that ability by 1
Raybdbomb
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Re: Assigning abilities [Archive] - ForumsHQ

Post by Raybdbomb »

Mortify, i dunno who you are, but with a name like that you belong on morbidbbs telnet://morbid.kicks-ass.org
Mortify

Re: Assigning abilities [Archive] - ForumsHQ

Post by Mortify »

Im considering it, but right now Im having a hard time being AK on my current chars.
Speed
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Joined: Sun Jan 13, 2002 6:00 am

Re: Assigning abilities [Archive] - ForumsHQ

Post by Speed »

bah, who is ever at keys.
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