There is an "unlimited bit system" out there. I have a different philosphy about certain things.
1. Limit the flags to limit the complexity. Thus I did add a Player flag set, and split the comm flags into three different flags. 2. Encapsulate for easy recognizability of ideas. Thus I have a SPELL Affects and Player affects vs one big affect system. I have long since figured that if you make it so you dont have to think about it, you WONT. Chris ----- Original Message ----- From: "Matt Johnson" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Saturday, August 30, 2003 12:40 PM Subject: Opinions... > Rom Mailing list - > > This isn't really a technical question but rather an opinionated one. I > have seen that many people have run into the problem of extending affects > past EE or have attempted to write AFFECTS2 and naturally I have run into > the same problem. I was just wondering what people have done to get around > this problem, and what seems to have been the best solution. There are many > emails in the archive about this problem and how people went about trying to > solve it but it is not clear wheather or not the attempted solutions worked > or what seems to be the best solution. Any insight on what seems to have > worked the best please let me know. Well thanks for your help guys, and I > look forward to seeing what you guys have come up with. > > - Matt Johnson > > _________________________________________________________________ > Enter for your chance to IM with Bon Jovi, Seal, Bow Wow, or Mary J Blige > using MSN Messenger http://entertainment.msn.com/imastar > > > -- > ROM mailing list > [email protected] > http://www.rom.org/cgi-bin/mailman/listinfo/rom > >

