It’s been a while since I’ve posted, and for a variety of reasons. One is, of course, the recent holiday, and we went out of town to visit the relatives for a week. That alone makes it difficult to blog, let alone program on the mud.
Another is that I’ve been putting off several things recently. The biggest thing I’ve been working on recently is adding damage types to the mud. This is a corollary issue to implementing religions, mob, types, etc. Admittedly, “big” is relatively speaking.
Anyway, in adding all of these new features, I had to do some editing to medit. I originally had the intention of adding a simple for loop (I have 7 damage types) to handle each of the damage resistance types, and I thought it was pretty slick.
Unfortunately, it didn’t work. In fact, it crashed the mud every time I tried to edit those values. So…crap.
I knew how to fix the issue (based off of the OBJ_VAL flags in oedit.c), but put it off for a while. It’s funny how little things – especially one that ended up taking only about an hour to fix, test, and re-fix – are the easiest to put off.
Fortunately, I’m over that minuscule “hurdle” and ready to start some of the more ambitious elements of my overall plan. Next up is making damage types actually mean something, which will take some doing since I will have to modify the damage() function to include the type of damage sent to the function.
A more ambitious project, yet something I’m more excited about and eager to get done.
Anyway, I’ll be updating in a day or two to say how it’s going.