First off, if this is in the wrong section, as in it should be in the General Mud Design section, I apologize in advance.
Okay, I'm trying to implement dynamic character descriptions into my SWR. Here's a brief explanation of how I'm seeing stuff working.
Using config +ddescs sets whether a player is using dynamic descriptions or not.
When you look at someone using them, the look command will shunt you off to something like show_ddesc_to_char instead of show_char_to_char like it normally would.
show_ddesc_to_char would take a bunch of set parameters and string them together, with worn eq changing the desc as necessary, to create a description. For instance, if I set my character as having brown hair, brown eyes, and scars criss-crossing my face, but I was wearing something on my head that has certain words in the description, like mask for instance, someone looking at me would just see something like "A mask covers their face." whereas not wearing something could show "He has brown hair, brown eyes and scars cover his face."
Having ddescs set on yourself, using the describe command would drop you into either something, like how in SMAUG you can lock yourself onto a mob/obj/room for editing and you can set various stuff about your character in there, or just give you a list of options you can configure to your liking, i.e. describe [hcolor|hstyle|build|skintone|etc.]. Then you could have a bunch of options under each type, like hcolor, that's set depending on your race i.e. describe hcolor brown, describe hstyle stringy.. and so on.
Right this moment however the issue I'm having trouble with is, how to store the various choices a player might make using this system. Do I do something like, say, add a bunch of new members to the char_data, or pc_data, structure to hold the stuff in? An int? A float? A string? An array? If so, single or multidimensional?
Anyone have any thoughts on how I can go about doing this as cleanly as possible?
Thanks in advance!
Okay, I'm trying to implement dynamic character descriptions into my SWR. Here's a brief explanation of how I'm seeing stuff working.
Using config +ddescs sets whether a player is using dynamic descriptions or not.
When you look at someone using them, the look command will shunt you off to something like show_ddesc_to_char instead of show_char_to_char like it normally would.
show_ddesc_to_char would take a bunch of set parameters and string them together, with worn eq changing the desc as necessary, to create a description. For instance, if I set my character as having brown hair, brown eyes, and scars criss-crossing my face, but I was wearing something on my head that has certain words in the description, like mask for instance, someone looking at me would just see something like "A mask covers their face." whereas not wearing something could show "He has brown hair, brown eyes and scars cover his face."
Having ddescs set on yourself, using the describe command would drop you into either something, like how in SMAUG you can lock yourself onto a mob/obj/room for editing and you can set various stuff about your character in there, or just give you a list of options you can configure to your liking, i.e. describe [hcolor|hstyle|build|skintone|etc.]. Then you could have a bunch of options under each type, like hcolor, that's set depending on your race i.e. describe hcolor brown, describe hstyle stringy.. and so on.
Right this moment however the issue I'm having trouble with is, how to store the various choices a player might make using this system. Do I do something like, say, add a bunch of new members to the char_data, or pc_data, structure to hold the stuff in? An int? A float? A string? An array? If so, single or multidimensional?
Anyone have any thoughts on how I can go about doing this as cleanly as possible?
Thanks in advance!