<HEAD><TITLE>discuss@charon: [1622] in "Coldmud discussion meeting"</TITLE>
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<HR><H2>Frobs in the VR</H2>
<H3>daemon@ATHENA.MIT.EDU (Sun Sep 10 13:56:37 2000
)</H3>
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Message-ID: &lt;000901c01b50$254338f0$a2e453d1@ultrax&gt;
From: "Wolfe/Grim/Andy" &lt;grim@lonewolfe.net&gt;
To: &lt;coldstuff@cold.org&gt;
Date: Sun, 10 Sep 2000 12:54:18 -0500
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Reply-To: coldstuff@cold.org

Hey All,
    I'm wanting to code some DIKU MUD-like qualities into the core such as
equipment, creatures, and combat. I have the feeling that I can save all
sorts of trouble and space on my core if I use frobs to create instances of
a "template" in the VR. A good example of what I'm babbling about is the
wearable frob.
    While I pseudo-understand how the wearable frob works, I don't grasp how
to programmatically handle frobs in the VR... doing things like
accessing/manipulating object variables, listing current frobs in the VR, or
targeting them for manipulation/destruction. Can anyone give me some
pointers or examples on doing this? Major domo on all the support so far,
folks. You know who you are.

Peace and and all that rot...
- Paidran/Grim/Drew



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