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Re: Frobs in the VR

daemon@ATHENA.MIT.EDU (Sun Sep 10 19:43:11 2000 )

Date: Sun, 10 Sep 2000 17:31:11 -0600
From: Brandon Gillespie <brandon@ice.cold.org>
To: coldstuff@cold.org
Message-ID: <20000910173111.A99139@ice.cold.org>
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In-Reply-To: <000901c01b50$254338f0$a2e453d1@ultrax>; from Wolfe/Grim/Andy on Sun, Sep 10, 2000 at 12:54:18PM -0500
Reply-To: coldstuff@cold.org


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Frobs as things was an experiment that lived its life and from the
result of it I can say with much assurety that you do not want to do
it.  It is just too painfull without much gain.  While there are still
relics of the expirement around (wearable frobs), you dont want to use
them.  Objects in cold are plenty lightweight.

-Brandon

On Sun, Sep 10, 2000 at 12:54:18PM -0500, Wolfe/Grim/Andy wrote:
> 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.
>=20
> Peace and and all that rot...
> - Paidran/Grim/Drew
>=20
>=20
>=20
>=20

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