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Old 08-30-2008, 12:50 PM
Deimos
Hill Giant
 
Join Date: Jun 2004
Posts: 135
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I am. Initial release will probably have about 20 zones.

And if you read the designs, you'll see how I figured out how to do some of this stuff. I actually know how to do it... and I can really do it all through PERL ><.

And like I said, I'm just missing a couple of crucial triggers in PERL. I could teach myself C++ and add them in myself : P, but I would rather have the devs do it : P.

I can still do it without these triggers and I do have back-up designs, but.. I'd rather not because I dislike those designs.. a lot ><.

And as I said, I might not do this because I really don't want to do it alone. I can build the zones, I can program the systems... I can't do the models, but I can sure collect some free models and use the texture library I got to texture them.

Well, actually I'm missing a crucial function too : P. quest::spawnobject or w/e : ). The only back-up design I have for that is taking out the ability to build keeps and expand them and just pre-place the keeps myself : (.

And you can store persistent data tables in PERL.. that's how I can do this. From there I can retrieve the information in any NPC and use it. I can also retrieve modules to instruct the NPC on how to use that data. From here, I use my damage formulas and what not and make the NPC do the damage or do w/e : ). I've replaced combat systems before in other games where people said it couldn't be done -.-... it's really not hard as long as you can store persistent data and use it.

Oh well.. and that other server was a flop because I didn't have a public static IP back then. Now I do so I can host ^_^.
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