Subject: Player Properties

From: Allan Alford <[email-masked]>
Date: Wed, 10 Nov 1993 07:46:12 -0800

We are trying to implement a number of properties that will reflect
on all players, and that will be affected by various verbs...

For example:

.cult_member and .wasted

the first determines if the player can participate in certain rooms/verbs,
and the second determines their behavior in the various bars, etc...

How can we add such properties without allowing the player himself to
modify them?  We want them to be modified only by programs written by
the wizards...

I'm thinking of Quinn's RPG stuff in Lambda and wondering if that isn't
some kind of glorified feature object that determines the player's
attributes and prevents the player from changing them except through
normal means...

Thanks,
Chiphead

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From: [email-masked] (H. Peter Anvin N9ITP)
Date: Wed, 10 Nov 1993 09:00:41 -0800

In article <[email-masked]> of mail.moo-cows,
> modify them?  We want them to be modified only by programs written by

Make them owned by a wizard (or some other special character) and
make'm !c.  The c flag makes the owner of a new object inherit the
properites; since you *don't* want that (you want the original
property owner to own all inherited ones as well), you make it !c.
And of course !w.

	/hpa

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From: Roger Crew <[email-masked]>
Date: Wed, 10 Nov 1993 10:28:02 -0800

>   attributes and prevents the player from changing them except through

The reason for implementing the LambdaMOO RPG an entirely separate set of
"voodoo-doll" objects has more to do with allowing there to be several 
distinct RPG systems and allowing players to participate in any or all 
of them (or none of them) as they choose.

On a MOO where it has been decreed that there shall be exactly one 
RPG system and that every player will participate in it (e.g., OpalMOO), 
it's perfectly reasonable to put all of the relevant properties on the 
player class (-c, of course).  

--
Roger Crew
Internet:   [email-masked]
LambdaMOO:  Rog