September 1998
- WIRED: Kilers have more fun J C Lawrence
- WIRED: Kilers have more fun Michael.Willey@abnamro.com
- WIRED: Kilers have more fun Koster, Raph
- WIRED: Kilers have more fun Michael.Willey@abnamro.com
- WIRED: Kilers have more fun Koster, Raph
- WIRED: Kilers have more fun Damion Schubert
- WIRED: Kilers have more fun Michael.Willey@abnamro.com
- WIRED: Kilers have more fun Damion Schubert
- WIRED: Kilers have more fun Michael.Willey@abnamro.com
- Encryption of protocols, compression and lag... Ola Fosheim Grøstad
- Encryption of protocols, compression and lag... Adam J. Thornton
- Equipment Fit Holly Sommer
- Equipment Fit Hans-Henrik Staerfeldt
- Equipment Fit Holly Sommer
- Equipment Fit pomales
- Equipment Fit Hans-Henrik Staerfeldt
- Equipment Fit Brandon Cline
- Equipment Fit Matthew R. Sheahan
- Equipment Fit Chris Gray
- VT-100 and other terminal data J C Lawrence
- Intermud Communication...is it worth it? Ben Greear
- Intermud Communication...is it worth it? Caliban Tiresias Darklock
- Intermud Communication...is it worth it? Holly Sommer
- Intermud Communication...is it worth it? Ross Nicoll
- Intermud Communication...is it worth it? T. Alexander Popiel
- Intermud Communication...is it worth it? Michael.Willey@abnamro.com
- Intermud Communication...is it worth it? chris@realm.zfn.uni-bremen.de
- Wild idea.. :) Ben Greear
- Wild idea.. :) Marc Hernandez
- Wild idea.. :) Ben Greear
- Wild idea.. :) Adam Wiggins
- Wild idea.. :) Caliban Tiresias Darklock
- Wild idea.. :) Adam J. Thornton
- Wild idea.. :) Ben Greear
- Wild idea.. :) Vadim Tkachenko
- Wild idea.. :) Ben Greear
- Wild idea.. :) Vadim Tkachenko
- Wild idea.. :) Ben Greear
- Wild idea.. :) Ben Greear
- Wild idea.. :) Adam J. Thornton
- Wild idea.. :) Ben Greear
- Wild idea.. :) quzah
- Wild idea.. :) Adam Wiggins
- Wild idea.. :) Jon A. Lambert
- Wild idea.. :) Vadim Tkachenko
- Wild idea.. :) Nathan F Yospe
- Wild idea.. :) Damion Schubert
- Wild idea.. :) Chris Gray
- Re:Intermud Communication...is it worth it? Michael.Willey@abnamro.com
- ADMIN: Unsubscription J C Lawrence
- npc memory and reactions James Wilson
- npc memory and reactions Caliban Tiresias Darklock
- npc memory and reactions James Wilson
- npc memory and reactions T. Alexander Popiel
- npc memory and reactions Caliban Tiresias Darklock
- npc memory and reactions Adam Wiggins
- npc memory and reactions Richard Woolcock
- npc memory and reactions Ross Nicoll
- (fwd) CODE RELEASE: [server] SlashMUD (MacOS mud server) J C Lawrence
- [CODE QUESTION] How to encode floats into bytes? Ben Greear
- [CODE QUESTION] How to encode floats into bytes? T. Alexander Popiel
- [CODE QUESTION] How to encode floats into bytes? Ben Greear
- [CODE QUESTION] How to encode floats into bytes? Richard Woolcock
- [CODE QUESTION] How to encode floats into bytes? Adam J. Thornton
- [CODE QUESTION] How to encode floats into bytes? Ben Greear
- [CODE QUESTION] How to encode floats into bytes? Ola Fosheim Grøstad
- [CODE QUESTION] How to encode floats into bytes? Ben Greear
- [CODE QUESTION] How to encode floats into bytes? T. Alexander Popiel
- [CODE QUESTION] How to encode floats into bytes? Adam Wiggins
- [CODE QUESTION] How to encode floats into bytes? Ola Fosheim Grøstad
- [CODE QUESTION] How to encode floats into bytes? Travis S. Casey
- [CODE QUESTION] How to encode floats into bytes? Ola Fosheim Grøstad
- [CODE QUESTION] How to encode floats into bytes? Richard Woolcock
- [CODE QUESTION] How to encode floats into bytes? J C Lawrence
- [CODE QUESTION] How to encode floats into bytes? Adam J. Thornton
- Equipment Fit, enlightenment Hans-Henrik Staerfeldt
- Adventure on the web J C Lawrence
- A Java front end to ECGS (finally) J C Lawrence
- PERL based MUDs J C Lawrence
- Economics: Arrow's Impossibility Theorem J C Lawrence
- Economics: Arrow's Impossibility Theorem Koster, Raph
- Windows->Linux TCP/IP stack performance problems J C Lawrence
- Windows->Linux TCP/IP stack performance problems Vadim Tkachenko
- Windows->Linux TCP/IP stack performance problems Chris Gray
- Windows->Linux TCP/IP stack performance problems Alex Stewart
- OT: Windows-> Linux TCP/IP stack performance problems J C Lawrence
- Off-topic! Windows-> Linux TCP/IP stack performance problems Adam Wiggins
- Equipment fit revisited Andy Cink
- X, Y & Z. Scott Cade
- An accidental experiment with language Damion Schubert
- Off-topic! Windows-> Linux TCP/IP stack performance problems J C Lawrence
- Admin: Unsubscriptions J C Lawrence
- Admin: Unsubscriptions Alex Oren
- Admin: Unsubscriptions J C Lawrence
- cellular automata as universe models James Wilson
- cellular automata as universe models Joel Kelso
- cellular automata as universe models James Wilson
- [off-topic] news! Travis Casey
- [off-topic] news! J C Lawrence
- [off-topic] news! Jeroen Ruigrok/Asmodai
- Introducing the background hook Ling
- Introducing the background hook J C Lawrence
- Introducing the background hook chris@realm.zfn.uni-bremen.de
- Introducing the background hook Michael.Willey@abnamro.com
- Introducing the background hook Matt Chatterley
- Off-topic! Off-topic! Windows-> Linux TCP/IP stack performance problems Adam Wiggins
- Lockless DB design (was Fw: lurker emerges) J C Lawrence
- PCCTS->ANTLR J C Lawrence
- MOSIX: Multi-computer Operating System for unIX J C Lawrence
- Marian's Tailor vs. Psychopaths Hal Black
- Marian's Tailor vs. Psychopaths Adam Wiggins
- Marian's Tailor vs. Psychopaths James Wilson
- Marian's Tailor vs. Psychopaths quzah
- Marian's Tailor vs. Psychopaths James Wilson
- Marian's Tailor vs. Psychopaths quzah [sotfhome]
- Marian's Tailor vs. Psychopaths Matthew R. Sheahan
- Marian's Tailor vs. Psychopaths quzah [sotfhome]
- Marian's Tailor vs. Psychopaths Richard Woolcock
- Marian's Tailor vs. Psychopaths Adam Wiggins
- Marian's Tailor vs. Psychopaths Jo Dillon
- Marian's Tailor vs. Psychopaths Damion Schubert
- Marian's Tailor vs. Psychopaths Koster, Raph
- Marian's Tailor vs. Psychopaths Marc Hernandez
- Marian's Tailor vs. Psychopaths Koster, Raph
- Marian's Tailor vs. Psychopaths J C Lawrence
- Marian's Tailor vs. Psychopaths T. Alexander Popiel
- Marian's Tailor vs. Psychopaths J C Lawrence
- Marian's Tailor vs. Psychopaths Chris Gray
- Marian's Tailor vs. Psychopaths Koster, Raph
- Marian's Tailor vs. Psychopaths Michael.Willey@abnamro.com
- Marian's Tailor vs. Psychopaths Koster, Raph
- Marian's Tailor vs. Psychopaths Michael.Willey@abnamro.com
- Marian's Tailor vs. Psychopaths ApplePiMan@aol.com
- Marian's Tailor vs. Psychopaths Benjamin D. Wiechel
- Marian's Tailor vs. Psychopaths Adam Wiggins
- Marian's Tailor vs. Psychopaths Benjamin D. Wiechel
- Marian's Tailor vs. Psychopaths Koster, Raph
- Marian's Tailor vs. Psychopaths S. Patrick Gallaty
- Marian's Tailor vs. Psychopaths Koster, Raph
- Marian's Tailor vs. Psychopaths Ola Fosheim Grøstad
- Marian's Tailor vs. Psychopaths Adam Wiggins
- Marian's Tailor vs. Psychopaths Koster, Raph
- Marian's Tailor vs. Psychopaths ApplePiMan@aol.com
- Marian's Tailor vs. Psychopaths Michael.Willey@abnamro.com
- Marian's Tailor vs. Psychopaths Marian Griffith
- Marian's Tailor vs. Psychopaths apocalypse@pipeline.com
- Marian's Tailor vs. Psychopaths Koster, Raph
- Marian's Tailor vs. Psychopaths apocalypse@pipeline.com
- Marian's Tailor vs. Psychopaths Koster, Raph
- Marian's Tailor vs. Psychopaths Ryan Prince
- Marian's Tailor vs. Psychopaths Peck, Matthew x96724c1
- Marian's Tailor vs. Psychopaths quzah [sotfhome]
- Marian's Tailor vs. Psychopaths Jon A. Lambert
- Marian's Tailor vs. Psychopaths ApplePiMan@aol.com
- Marian's Tailor vs. Psychopaths Marian Griffith
- Marian's Tailor vs. Psychopaths Marian Griffith
- Marian's Tailor vs. Psychopaths apocalypse@pipeline.com
- Marian's Tailor vs. Psychopaths quzah [sotfhome]
- Marian's Tailor vs. Psychopaths Benjamin D. Wiechel
- Marian's Tailor vs. Psychopaths Michael.Willey@abnamro.com
- Project: ROADS database of MUD-related papers? J C Lawrence
- Admin J C Lawrence
- Admin: Unsubscriptions J C Lawrence
- AR's idea database Oliver Jowett
- AR's idea database James Wilson
- Forced story line... quzah [sotfhome]
- Forced story line... Marc Hernandez
- Forced story line... Damion Schubert
- ADMIN: Digests are now functioning J C Lawrence
- (had no title) quzah [sotfhome]
- (subject missing) Vladimir Prelovac
- (subject missing) J C Lawrence
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- META: who are we? Koster, Raph
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- META: who are we? T. Alexander Popiel
- META: who are we? Koster, Raph
- META: who are we? J C Lawrence
- META: who are we? quzah [sotfhome]
- META: who are we? Richard Woolcock
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- META: who are we? Petri Virkkula
- META: who are we? Scatter
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- META: who are we? Matt Chatterley
- META: who are we? Benjamin D. Wiechel
- META: who are we? ApplePiMan@aol.com
- META: who are we? Alex Stewart
- Ugh, IS Diablo a mud? Koster, Raph
- Ugh, IS Diablo a mud? Marc Hernandez
- Ugh, IS Diablo a mud? Koster, Raph
- Ugh, IS Diablo a mud? Caliban Tiresias Darklock
- Ugh, IS Diablo a mud? Koster, Raph
- Ugh, IS Diablo a mud? Ryan Prince
- Ugh, IS Diablo a mud? Koster, Raph
- Ugh, IS Diablo a mud? Michael.Willey@abnamro.com
- Ugh, IS Diablo a mud? Jo Dillon
- Ugh, IS Diablo a mud? Ryan Prince
- Ugh, IS Diablo a mud? J C Lawrence
- Ugh, IS Diablo a mud? Damion Schubert
- Ugh, IS Diablo a mud? Andy Cink
- Ugh, IS Diablo a mud? Koster, Raph
- Ugh, IS Diablo a mud? ##Make Nylander
- Ugh, IS Diablo a mud? Richard Woolcock
- Ugh, IS Diablo a mud? Hal Black
- Ugh, IS Diablo a mud? J C Lawrence
- Ugh, IS Diablo a mud? Jon A. Lambert
- Ugh, IS Diablo a mud? Koster, Raph
- Ugh, IS Diablo a mud? Kylotan
- Ugh, IS Diablo a mud? Koster, Raph
- Ugh, IS Diablo a mud? Caliban Tiresias Darklock
- Ugh, IS Diablo a mud? J C Lawrence
- Ugh, IS Diablo a mud? Raph & Kristen Koster
- Ugh, IS Diablo a mud? Damion Schubert
- Ugh, IS Diablo a mud? Jon A. Lambert
- Ugh, IS Diablo a mud? J C Lawrence
- Ugh, IS Diablo a mud? Koster, Raph
- Ugh, IS Diablo a mud? Jon Leonard
- Ugh, IS Diablo a mud? Kylotan
- Ugh, IS Diablo a mud? Jon Leonard
- Medievia Koster, Raph
- let's call it a spellcraft Vadim Tkachenko
- let's call it a spellcraft Adam J. Thornton
- let's call it a spellcraft Jon A. Lambert
- let's call it a spellcraft Caliban Tiresias Darklock
- let's call it a spellcraft Marc Hernandez
- let's call it a spellcraft Vadim Tkachenko
- let's call it a spellcraft Adam Wiggins
- let's call it a spellcraft T. Alexander Popiel
- let's call it a spellcraft Brandon J. Rickman
- let's call it a spellcraft Adam J. Thornton
- let's call it a spellcraft Brandon J. Rickman
- let's call it a spellcraft Michael.Willey@abnamro.com
- let's call it a spellcraft Michael.Willey@abnamro.com
- let's call it a spellcraft James Wilson
- let's call it a spellcraft Michael.Willey@abnamro.com
- let's call it a spellcraft Jon Leonard
- let's call it a spellcraft Brandon J. Rickman
- let's call it a spellcraft Michael.Willey@abnamro.com
- let's call it a spellcraft S. Patrick Gallaty
- let's call it a spellcraft Andy Cink
- let's call it a spellcraft Adam J. Thornton
- let's call it a spellcraft Brandon J. Rickman
- let's call it a spellcraft Travis Casey
- let's call it a spellcraft James Wilson
- let's call it a spellcraft Travis Casey
- let's call it a spellcraft Niklas Elmqvist
- let's call it a spellcraft Koster, Raph
- let's call it a spellcraft Adam J. Thornton
- let's call it a spellcraft S. Patrick Gallaty
- let's call it a spellcraft Travis Casey
- let's call it a spellcraft Caliban Tiresias Darklock
- let's call it a spellcraft Adam Wiggins
- let's call it a spellcraft Travis Casey
- let's call it a spellcraft Niklas Elmqvist
- let's call it a spellcraft Adam Wiggins
- let's call it a spellcraft Caliban Tiresias Darklock
- let's call it a spellcraft quzah [sotfhome]
- let's call it a spellcraft Vadim Tkachenko
- let's call it a spellcraft Caliban Tiresias Darklock
- let's call it a spellcraft quzah [sotfhome]
- let's call it a spellcraft Oliver Jowett
- let's call it a spellcraft J C Lawrence
- let's call it a spellcraft Adam Wiggins
- let's call it a spellcraft S. Patrick Gallaty
- let's call it a spellcraft Travis Casey
- let's call it a spellcraft quzah [sotfhome]
From: Vadim Tkachenko <vt@freehold.crocodile.org> on Tuesday, September 22, 1998
at 8:39 PM
Subject: [MUD-Dev] Re: let's call it a spellcraft
[Since this is a reply to a two-in-one-reply, the quoting is a
bit odd, but I think I've got it all worked out. -Q-]
In addition to the above, I replied to this in an odd order, (I
started at the bottom after I had read through the message, and
wrote my reply to something near the bottom first, so, hopefully
it makes sence. Heh.
>OK, I want to create the 'Apocalypse' spell, destroying every player in
>the area of effect, except myself.
>
>And at the same time I joined the game 5 minutes ago.
>
>How are you going to define the limitations on the spell being created?
[snip]
>What about the side and cumulative effects of the variouse spell
>components?
>How about creating a complex spell by sequencing some simpler spells and
>setting a proper timing for them (I guess, that was discussed here
>before)?
You'd just have to write some sort of spell editor, and allow
the user to dump more and more effects into the spell. I would
do it so the order they are added (effects) decides the fireing-
order of the spells effects. Example:
(1) define base magical realm for the spell (its power source)
this could limit the things you could add to the spell.
you could also allow for multiple power sources (ie: many
components)
(2) define triggering mechanism (spoken words, just thoughts,
a full drawn out dance, whatever) Perhaps depending on the
realm, you have to do X, or you cannot do X, or X gives it
Y amount of additional power, or whatever. You [the game
designer] would have to work that out ahead of time.
(3) define any saving throws/checks needed (say, the more of
a chance you give it to fail [more saving throws] then it
would be easier on the caster or whatever. Again, GD's
choice.
(4) add effect [effect_type, effect_duration, effect_amount]
(5) repeat step (4) until you have your spell made.
(6) name it.
Shrug. Anyway, there's another way you could do it. Then, the
way I'd do it is that they would trigger (the effects) in the
order they were put onto the spell, however, depending on if
you had a delay on them or not (effect_delay) they would be
added to (in my case) the global effect list in their "time I
trigger" order. So... if I the spell I made had 100 things
that were its effects, they would be checked in the order they
were added to the spell, however they would "fire" in the order
they fell in the world's effect list. (Not necessarily in the
order the creator of the spell thought they would)
>Like, I can feel the opponent going to cast a fireball on me, so I fire
>the sequence of "magic mirror" on myself and "Dispel heat resistance" on
>him?
>
>How would you define the necessity of some material component for the
>spell? See, if you just say "I want this spell to require the feather"
>and that's it, it's not fun, but if you say "This spell requires a
>feather because...", it's completely different.
It was just a rough example. You would have to define an element table
of sorts, giving specific attributes to each element. Or perhaps, in
define a set of magical realms/bases/origins that have specific element
lists that they derive their power from. Then, to use X type of magical
element, you need to be sure to provide a source from which to grab the
magical power. (In this case, we used soap and a feather, so let's say
that they fall into the "fire_plane" element table.
How would people know what fell into what? Make them play around and
find out. Hide tomes, describing bits of arcane knowledge, there are
a multitude of things you could do. I was just tossing out a very basic
example.
And like I said, it would have to be something you worked into your
spell model/engine/physics.
>[Vladimir Prelovac]
>> He would then give it a name, write it to his spellbook, and maybe teach it
>> to his friends. That way the new spell, carrying the name he gave it, would
>> be tought in the lands for generations after.
>
>Good idea, tough to implement, though ;-)
No, it should be really easy. I would save no "in game" spells. The
world would have no spells that it came with, were I doing it. Then,
players would just have the spells saved in their player file. Some
thing simple, like so:
SPELL
(name) (element) (componants) (magic words) (gestures/etc) (etc...)
END
Then, they'd just load with the player, and to teach someone the
spell, you'd just have to make a scribe skill, or some such thing.
>Now, some afterthoughts.
>
>[Quzah]
>> I have in mind a much simpler effect list. Basically, there are
>> only a very very few things that a spell can do:
>
>> Lower X
>> Raise X
>> Set X to Y
>
>I presume that X and Y are properties (for clarity sake, sometimes
>they're called attibutes, or stats).
Nod. I am going to use the above for the entire game. I have
decided to try and rid the game of all pre-built commands and
what not. Basically, I am going to make a "cause and effect"
sort of "engine" if you will, add to that a terrain generator
and something to save/load/handle_connections, and call it a
day. Then, (ideally) I'll do the same thing as described with
the spells, and apply it to all of the things you would do in
a typical game day.
Naturally, you'll have to set up some constants in the game,
things like a "character sheet" or whatever, and some things
like element tables (which list properties of X_element) and
the like. Things from which you can grab bits of info that
you need to successfully execute a command.
>Now, can you give me a real example when Y can be _set_ to X, unless
>it's boolean? Also, let's consider this:
Sure, here are a few types real quickly:
spell_random_teleport: SET( character->room_i_am_in, random_room );
spell_quicksand: SET( room->floor_type, FLOOR_QUICKSAND );
spell_evaporate: SET( water_barrel->liquid_amount, ZERO );
Shrug. Just a few. Bascially, anything that is not a damage/heal
type of thing, is a "set_to" type of thing. If you are not just
altering it by a known amount, then you do specific "set_to" stuff.
At least that is how I see it, and I think it will work great.
>1. You scratch your hand, have some temporary disability (can't put your
>hand into boiling water), but it will heal off by itself.
>2. You accidentally miscalculate your axe swing and chop off your hand.
>You can't fix it unless you go to the surgeon with a lump sum and he
>sews it back, or you use magic to grow a new hand.
>
>Here you have the example of the vanishing effect and permanent effect.
>Unfortunately, the vanishing effect could be pretty
>calculation-intensive (especially if you go into extremes like the
>trajectories - say, it may be half-decay, or linear, or whatever else),
>but I believe the abovesaid is a good _generic_ way to handle the
>property changes and hopefully can be optimized (here's a callback to
>the event handling discussion).
>
>[actually, all abovesaid is a simplified version of property handling in
>Gradient MUD, dormant at the time]
>
>Also, there are effect dependencies, like - if you chop off your hand,
>you start bleeding until you either fix it or die from the blood loss,
>not counting the original effect ;-)
>
>Comments, anyone?
Sort of what I am thinking (from what I gather from the above) with
my someday_to_be_done cause and effect thing. I am thinking of just
keeping a large in-game list of effects, and they'll update whenever
it is their turn. Then, depending on their type, they will update in
a different way.
A wound effect would be added to the character, with a duration, and
then also added into the global update list. When its turn came around
it would deincrement. If its X got to zero, it would mean that it was
no longer an issue, and would be removed from the character and also
the global list. If it was not at zero, it would still be deincremented
but then it would be tossed back lower on the list, to wait its next
update turn.
>[Quzah]
>> 1) area of effect needed
>> 2) range needed
>> 3) component list
>> 4) sylibus list
>> 5) spell trigger/action
>
>Actually, can it be generalized as
>
> "action results are a function of (action, actor, target, context)",
I am thinking when I define a CAE (cause and effect), it will have a
total of ten pieces. This is what currently looks like:
CAE: ((subject)(condition)(topic)) ((target) (result))
This is split into two pieces; the fist makes up the CAUSE,
the second group is target and result, which is the EFFECT.
CAUSE = {(subject)(subject_prop)} {{condition)(condition_prop)}
EFFECT= {(target)(target_prop)} {(reaction_type)(reaction_amount)}
IF (cause) THEN (effect)
Example:
if ( player->gold < 300 ) then ( player->gold = 1 );
CAUSE
"player" == (subject) /* player info */
"->gold" == (subject_property) /* ie: a sub-piece of player info. */
" < " == (condition) /* basic comparison */
== (condition_property)/* there is none in this example. */
" 300 " == (condition topic) /* an amount here */
EFFECT
"player" == (target) /* player info */
"->gold" == (target_property) /* a sub-piece of player info. */
" = " == (reaction_type) /* what to do to the target */
" 1 " == (reaction_ammount) /* how much to do. */
This should work for anything I can think of; rooms, objects,
creatures, spell effects, anything else. I opted to do it this
way instead of a the simpler (less pieces to fill in) method,
so that I don't have to make a million things like:
#define PLAYER_ITSELF 0
#define PLAYER_GOLD 1
#define PLAYER_WEIGHT 2
....
#define ROOM_SOMEPART 342554356
This also should avoid an huge huge case statement or something
that I'd have to run through to find out every possible way to
handle every comparison and so on...
It is yet to be fully written, but I think I have a pretty nice
design, so I'll have to see how it finally turns out.
>and every component may change properties through the action. For
>example, if you try to cast a fireball in a small room, you definitely
>get some ashes on the walls and ceiling, and expect some backfire, too
>;-) and just prey that the ceiling doesn't collapse on you.
When the action of the fireball went off, it would run through the
stuff in its effect range, and, well, effect them. Then they will
run through the yet-to-be-finished physics model to see if they all
get broken or whatever. (physics model == CAE_checker, which will
handle the adding and subtracting of effects on the world)
>And again, I'd propose to include the response actions along with the
>property changes into the action results (touch that plant I don't know
>the English name for (mimose?), and it squeezes its leaves).
I am sure I'll have to limit myself, none of this "butterfly flapping
in the wind causes a tornado 5000 years later" stuff. Dang ;)
>> Vladimir.
>Vadim Tkachenko <vt@freehold.crocodile.org>
-Q- - let's call it a spellcraft Vadim Tkachenko
- spell design systems Travis Casey
- [CUSTOM] ScryMUD Source release 1.6.0 Ben Greear
- Spellchecking Richard Woolcock
- Spellchecking Travis Casey
- Spellchecking Koster, Raph
- Spellchecking Richard Woolcock
- Spellchecking T. Alexander Popiel
- META: who are we?/What are you looking for? Michael.Willey@abnamro.com
- Legend's speech system and moods Koster, Raph
- Legend's speech system and moods Raph & Kristen Koster
- Legend's speech system and moods quzah [sotfhome]
- Putting names on things(Ugh, IS Diablo a mud?) Ola Fosheim Grøstad
- ADMIN: Unsubscriptions J C Lawrence
- let's call it a spellcraft Koster, Raph
- MUD-Dev] META: What are you looking for in this list? Scatter
- Object transitions, was Ugh, IS Diablo a mud? Vadim Tkachenko
- META: hat are you looking for in this list? J C Lawrence
- What about minimal spanning trees? was: what do we want Hans-Henrik Staerfeldt
- Summary of off-list META comments: J C Lawrence
- FYI: gamora Vadim Tkachenko
- FYI: gamora Caliban Tiresias Darklock
- Let's talk about numbers. Jon A. Lambert
- Let's talk about numbers. Jon A. Lambert
- Let's talk about numbers. T. Alexander Popiel
- Let's talk about numbers. Caliban Tiresias Darklock
- Let's talk about numbers. Jon A. Lambert
- Let's talk about numbers. Caliban Tiresias Darklock
- Let's talk about numbers. Adam J. Thornton
- Let's talk about numbers. Adam J. Thornton
- Let's talk about numbers. Jon A. Lambert
- Let's talk about numbers. Jon A. Lambert
- Let's talk about numbers. Jon A. Lambert
- Let's talk about numbers. Brandon J. Rickman
- Metroworks JIT for Linux J C Lawrence
- numbers - was spellcraft Orion Henry
- Zelda Online Orion Henry
- FPL: Another embeddable bytecoded scripting language J C Lawrence
- Game Design Issues (Was: let's call it a spel Michael.Willey@abnamro.com
- let's call it a spellcraft Andy Cink
- let's call it a spellcraft Caliban Tiresias Darklock
- let's call it a spellcraft Adam J. Thornton
- let's call it a spellcraft Caliban Tiresias Darklock
- let's call it a spellcraft Vadim Tkachenko
- let's call it a spellcraft Caliban Tiresias Darklock
- let's call it a spellcraft James Wilson
- let's call it a spellcraft Matthew R. Sheahan
- let's call it a spellcraft Caliban Tiresias Darklock
- let's call it a spellcraft Caliban Tiresias Darklock
- let's call it a spellcraft Travis Casey
- let's call it a spellcraft Vadim Tkachenko
- Unix is a mud (Ugh, IS Diablo a mud?) Ola Fosheim Grøstad
- Unix is a mud (Ugh, IS Diablo a mud?) Caliban Tiresias Darklock
- Unix is a mud (Ugh, IS Diablo a mud?) Jon A. Lambert
- Unix is a mud (Ugh, IS Diablo a mud?) Ola Fosheim Grøstad
- Unix is a mud (Ugh, IS Diablo a mud?) Kylotan
- Unix is a mud (Ugh, IS Diablo a mud?) Adam Wiggins
- Unix is a mud (Ugh, IS Diablo a mud?) J C Lawrence
- Unix is a mud (Ugh, IS Diablo a mud?) Adam Wiggins
- Unix is a mud (Ugh, IS Diablo a mud?) Adam J. Thornton
- Unix is a mud (Ugh, IS Diablo a mud?) J C Lawrence
- Unix is a mud (Ugh, IS Diablo a mud?) Ola Fosheim Grøstad
- Unix is a mud (Ugh, IS Diablo a mud?) Koster, Raph
- Unix is a mud (Ugh, IS Diablo a mud?) Ola Fosheim Grøstad
- Unix is a mud (Ugh, IS Diablo a mud?) Koster, Raph
- Unix is a mud (Ugh, IS Diablo a mud?) Jon Leonard
- Unix is a mud (Ugh, IS Diablo a mud?) Ola Fosheim Grøstad
- After a long absense, a semi-return (and TFD) Nathan F Yospe
- After a long absense, a semi-return (and TFD) Ola Fosheim Grøstad
- After a long absense, a semi-return (and TFD) Travis Casey
- After a long absense, a semi-return (and TFD) J C Lawrence
- After a long absense, a semi-return (and TFD) Caliban Tiresias Darklock
- [MUD-Dev] apocalypse@pipeline.com
- Room descriptions Koster, Raph
- Room descriptions Caliban Tiresias Darklock
- Room descriptions Koster, Raph
- Room descriptions Marian Griffith
- Room descriptions Orion Henry
- Room descriptions Raph & Kristen Koster
- Room descriptions Hal Black
- Room descriptions apocalypse@pipeline.com
- Room descriptions Travis Casey
- Room descriptions Hal Black
- Room descriptions apocalypse@pipeline.com
- Room descriptions Hal Black
- Room descriptions Caliban Tiresias Darklock
- Room descriptions J C Lawrence
- Room descriptions apocalypse@pipeline.com
- Room descriptions Hal Black
- Room descriptions J C Lawrence
- Room descriptions Nathan F Yospe
- Room descriptions Hal Black
- Room descriptions Richard Woolcock
- Room descriptions #Make Nylander
- Room descriptions quzah [sotfhome]
- Room descriptions Richard Woolcock
- Room descriptions Adam Wiggins
- Room descriptions Koster, Raph
- Room descriptions Adam Wiggins
- Room descriptions J C Lawrence
- Room descriptions Nathan F Yospe
- Room descriptions Adam Wiggins
- Room descriptions Koster, Raph
- Room descriptions S. Patrick Gallaty
- Room descriptions Koster, Raph
- Room descriptions S. Patrick Gallaty
- Room descriptions Travis S. Casey
- Room descriptions Adam Wiggins
- Room descriptions Koster, Raph
- Room descriptions Adam Wiggins
- Room descriptions Koster, Raph
- Room descriptions Adam Wiggins
- Room descriptions ApplePiMan@aol.com
- Room descriptions Jon A. Lambert
- Room descriptions Travis S. Casey
- Room descriptions ApplePiMan@aol.com
- Room descriptions Jon A. Lambert
- Room descriptions Adam Wiggins
- Room descriptions Nathan F Yospe
- Room descriptions Koster, Raph
- Room descriptions Adam Wiggins
- Room descriptions Koster, Raph
- Room descriptions Matt Chatterley
- Room descriptions J C Lawrence
- Room descriptions Travis Casey
- Room descriptions Chris Gray
- Room descriptions Adam J. Thornton
- Room descriptions Chris Gray
- Room descriptions Chris Gray
- Room descriptions Koster, Raph
- Room descriptions Adam Wiggins
- MCP/2.1 client-server message protocol... Andrew Wilson
- EC Habitats Beta Program URL... Andrew Wilson
- Autogenerated room descriptions T. Alexander Popiel
- Autogenerated room descriptions J C Lawrence
- Autogenerated room descriptions Nathan F Yospe
- Autogenerated room descriptions Richard Woolcock
- Autogenerated room descriptions S. Patrick Gallaty
- [CUSTOM] ScryMUD is opening for Beta on Oct 1! Ben Greear
- A little help Dale Hoffman
- A little help Robert Woods
- A little help Ling
- A little help Marc Bowden
- A little help Ling
- A little help Richard Woolcock
- A little help Michael.Willey@abnamro.com
- A little help Hans-Henrik Staerfeldt
- A little help T. Alexander Popiel
- A little help chris@realm.zfn.uni-bremen.de
- A little help Marc Bowden
- A little help Koster, Raph
- A little help Koster, Raph
- Mud adverts, was: ScryMUD is opening for Beta on Oct 1! Richard Woolcock
- Simulation (Was Room descriptions) Ola Fosheim Grøstad
- Simulation (Was Room descriptions) Adam Wiggins
- Simulation (Was Room descriptions) James Wilson
- Simulation (Was Room descriptions) Hans-Henrik Staerfeldt
- Simulation (Was Room descriptions) Adam Wiggins
- Simulation (Was Room descriptions) Koster, Raph
- Simulation (Was Room descriptions) Ola Fosheim Grøstad
- Simulation (Was Room descriptions) Koster, Raph
- Simulation (Was Room descriptions) Ola Fosheim Grøstad
- Simulation (Was Room descriptions) Koster, Raph
- Simulation (Was Room descriptions) Ola Fosheim Grøstad
- Simulation (Was Room descriptions) Koster, Raph
- Simulation (Was Room descriptions) Ola Fosheim Grøstad
- Simulation (Was Room descriptions) Koster, Raph
- UO lawsuit (fwd) Adam Wiggins
- UO lawsuit (fwd) Koster, Raph
- Unix is a mud (Ugh, IS Diablo a mud?) J C Lawrence
- Telnet Echo OFF/ON commands and other thingies.. Ben Greear
- Telnet Echo OFF/ON commands and other thingies.. Bruce Mitchener
- Telnet Echo OFF/ON commands and other thingies.. Marc Bowden
- Telnet Echo OFF/ON commands and other thingies.. Chris Gray
- Telnet Echo OFF/ON commands and other thingies.. Bruce Mitchener, Jr.
- Telnet Echo OFF/ON commands and other thingies.. Caliban Tiresias Darklock
- Telnet Echo OFF/ON commands and other thingies.. Ben Greear
- Telnet Echo OFF/ON commands and other thingies.. James Wilson
- Telnet Echo OFF/ON commands and other thingies.. Chris Gray