[DGD] Skills
Noah Gibbs
angelbob at monkeyspeak.com
Mon Mar 17 00:48:46 CET 2003
One thing I'd point out: call_outs are a limited resource, so it's
possible that setting all this up can fail for lack of call_outs. I have
a TIMED in Phantasmal which then calls everybody who is waiting at a given
interval. That means that a lot tends to "happen at once", like with a
single heartbeat function, but it also has better efficiency (less
independent call_outs) and it depends less on limited resources
(call_outs).
On Sat, 15 Mar 2003, Ben Chambers wrote:
> Say that you had a multipart skill or spell, such as a fireball, wherein
> upon the first round the caster begins to mumble some magical words, the
> second round the air in the room heats up, and then on the third round
> the fireball is actually cast. What would be the best way of storing
> the current state of execution (skill/state of skill) for each user and
> making sure that each round it steps through to the next phase of each
> skill? Callouts? Some sort of global stack that keeps all the
> information of what is going on?
--
angelbob at monkeyspeak.com
See my page of DGD documentation at
"http://phantasmal.sourceforge.net/DGD/"
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