February 2000
- datagram protocol design theory? (Question about multithreaded servers) Ola Fosheim Grøstad
- Library error J C Lawrence
- Semi-OT: Linux support in commercial MUDs? Ola Fosheim Grøstad
- From the Apache Referrer logs J C Lawrence
- From the Apache Referrer logs Kris Van Hees
- good muds for ai programming? Robert Zubek
- good muds for ai programming? J C Lawrence
- Event Scheduling Phillip Lenhardt
- Event Scheduling J C Lawrence
- Event Scheduling cg@ami-cg.GraySage.Edmonton.AB.CA
- Event Scheduling J C Lawrence
- Event Scheduling Phillip Lenhardt
- Event Scheduling J C Lawrence
- Event Scheduling Hans-Henrik Staerfeldt
- Event Scheduling Cynbe ru Taren
- Event Scheduling Hans-Henrik Staerfeldt
- Event Scheduling Cynbe ru Taren
- Event Scheduling Hans-Henrik Staerfeldt
- Event Scheduling Miroslav Silovic
- Event Scheduling Jp Calderone
- Event Scheduling Ola Fosheim Grøstad
- Event Scheduling Miroslav Silovic
- Event Scheduling J C Lawrence
- Event Scheduling Cynbe ru Taren
- Event Scheduling Hans-Henrik Staerfeldt
- IO Speed Suggestions Christopher Kohnert
- IO Speed Suggestions J C Lawrence
- Couple of articles Koster, Raph
- Couple of articles Dr Richard A. Bartle
- OT: Soliciting advice from Canadians Alex Oren
- MUD Specific Building pages MichelleThompson
- MUD Specific Building pages J C Lawrence
- Embedding Python icecube@ihug.co.nz
- Embedding Python icecube@ihug.co.nz
- Embedding Python J C Lawrence
- Embedding Python Todd McKimmey
- Embedding Python Oliver Jowett
- Embedding Python Todd McKimmey
- ADMIN: List post rejections J C Lawrence
- distributed objects Kevin Littlejohn
- distributed objects Vijay Weasel Prabhakar
- distributed objects Brandon J. Rickman
- distributed objects J C Lawrence
- distributed objects Koster, Raph
- distributed objects Vijay Weasel Prabhakar
- distributed objects David Bennett
- distributed objects Phillip Lenhardt
- distributed objects cjones@one.net
- distributed objects F. Randall Farmer
- distributed objects Ola Fosheim Grøstad
- distributed objects Kevin Littlejohn
- distributed objects J C Lawrence
- distributed objects Gary Whitten
- distributed objects Balthazaar
- distributed objects J C Lawrence
- distributed objects Ola Fosheim Grøstad
- distributed objects Eli Stevens {Grey}
- distributed objects Jon A. Lambert
- distributed objects Charles Hughes
- distributed objects Caliban Tiresias Darklock
- distributed objects Charles Hughes
- distributed objects J C Lawrence
- distributed objects J C Lawrence
- distributed objects Charles Hughes
- distributed objects Charles Hughes
- distributed objects Laurent Bossavit
- distributed objects Kevin Littlejohn
- distributed objects markm@caplet.com
- distributed objects KevinL
- Distributed Objects Justin Rogers
- Security J C Lawrence
- commercial muds and cable TV (was code base inquiry ) Sellers, Michael
- commercial muds and cable TV (was code base inquiry ) Matthew Mihaly
- commercial muds and cable TV (was code base inq uiry ) Sellers, Michael
- commercial muds and cable TV (was code base inq uiry ) Matthew Mihaly
- business models Matthew Mihaly
- business models Daniel.Harman@barclayscapital.com
- business models Vincent Archer
- business models Dave Rickey
- a shrinking pool of players? Johan J Ingles-le Nobel
- a shrinking pool of players? Matthew Mihaly
- a shrinking pool of players? Sellers, Michael
- a shrinking pool of players? Bryce Harrington
- a shrinking pool of players? Travis S. Casey
- a shrinking pool of players? PartyG2816@aol.com
- a shrinking pool of players? J C Lawrence
- a shrinking pool of players? Sellers, Michael
- a shrinking pool of players? Sellers, Michael
- a shrinking pool of players? PartyG2816@aol.com
- a shrinking pool of players? Ryan P.
- a shrinking pool of players? J C Lawrence
- a shrinking pool of players? Koster, Raph
- a shrinking pool of players? Matthew Mihaly
- a shrinking pool of players? Koster, Raph
- a shrinking pool of players? Chris Turner
- a shrinking pool of players? Matthew Mihaly
- a shrinking pool of players? Chris Turner
- a shrinking pool of players? Draymoor
- a shrinking pool of players? Koster, Raph
- The Endeavour Map and MUD Applications Michael Hohensee
- The Endeavour Map and MUD Applications Ted Milker
- The Endeavour Map and MUD Applications David Bennett
- The Endeavour Map and MUD Applications Ted Milker
- The Endeavour Map and MUD Applications John Bertoglio
- The Endeavour Map and MUD Applications Justin Rogers
- The Endeavour Map and MUD Applications Eli Stevens {Grey}
- The Endeavour Map and MUD Applications John Bertoglio
- The Endeavour Map and MUD Applications Koster, Raph
- The Endeavour Map and MUD Applications Lo, Kam
- The Endeavour Map and MUD Applications Justin Rogers
- The Endeavour Map and MUD Applications Joel Dillon
- The Endeavour Map and MUD Applications Justin Rogers
- Next gen MUD wishlist Bryce Harrington
- Next gen MUD wishlist Bruce
- Next gen MUD wishlist Bryce Harrington
- Next gen MUD wishlist Bruce
- Next gen MUD wishlist J C Lawrence
- Next gen MUD wishlist Chris Jones
- Next gen MUD wishlist adam@treyarch.com
- Next gen MUD wishlist Sellers, Michael
- Next gen MUD wishlist adam@treyarch.com
- Next gen MUD wishlist Bruce
- Next gen MUD wishlist Bryce Harrington
- Codebase Ideas punitac@prodigy.net
- Codebase Ideas Bryce Harrington
- Codebase Ideas Aaron Mitchell
- OT: Money as motivator (was code base inquiry ) J C Lawrence
- OT: Money as motivator (was code base inquiry ) Matthew Mihaly
- Guide Applicant : Player Ratio Geoffrey A. MacDougall
- Guide Applicant : Player Ratio Matthew Mihaly
- MUD-Dev digest, Vol 1 #286 - 13 msgs Dr. Cat
- MUD-Dev digest, Vol 1 #286 - 13 msgs Caliban Tiresias Darklock
- MUD-Dev digest, Vol 1 #286 - 13 msgs Koster, Raph
- voice vs. text Matthew Mihaly
- voice vs. text Justin Rogers
- voice vs. text John Bertoglio
- voice vs. text Lovecraft
- voice vs. text Lo, Kam
- voice vs. text Hans-Henrik Staerfeldt
- Client side prediction Ola Fosheim Grøstad
- Client side prediction Koster, Raph
- Client side prediction Ola Fosheim Grøstad
- Client side prediction Justin Rogers
- Client side prediction Ola Fosheim Grøstad
- Client side prediction Koster, Raph
- Client side prediction Ola Fosheim Grøstad
- Dynamic help files, was code base inquiry Richard Woolcock
- OpenSource licenses for game rules? J C Lawrence
- To all the devoted! (fwd) J C Lawrence
- Newbies Johan J Ingles-le Nobel
- Newbies David Bennett
- Newbies Geoffrey A. MacDougall
- Newbies Charles Hughes
- Newbies MichelleThompson
- Newbies Matthew Mihaly
- Newbies MichelleThompson
- Newbies Matthew Mihaly
- Newbies MichelleThompson
[Michelle Thompson]
> > Mainly what I am thinking of deals with reusability. On most muds I have seen,
> > you can assign what is essentially a class to a mob. Commonly, it seems to be
> > through an attachment to the mob as a special program. What I was thinking
> > might be interesting is if someone built character scripts that you could
> > attach to mobs. Ie, some kids would probably get a shy script, a drunk would
> > have a bully script. A small boy could possibly get a curious script. The
> > scripts would generally define how mobs reacted to specific actions by
> > characters and other mobs. They would also define actions that did not need
> > triggering for that particular "personality." Reusable personality scripts
> > seems to be a good halfway point between the fact that a lot of mobs do not have
> > a personality, they just stand there waiting, and have limited reactions to
> > the players, and the fact that it would not be practical to write a personality
> > script for every mob in the mud.
[Matthew Mihaly]
> Ahh, right. That's the way our system works. You can make programs as
> general or as specific as you want, and assign them to as few or as many
> mobs as you want. We've got hundreds of programs, though most are only
> used for one mobile. Our policy is essentially that any mobile with a
> unique name gets a unique prog with, minimally, 3 or so random responses
> to being greeted that are specific to that mob. Maximally, they can be
> programmed to respond to a number of things: overhearing things being
> said, being told to, being asked something, being given something, being
> generally greeted, being attacked, dying, entry of a player, exit of a
> player, and can be set to just randomly do things now and then.
>
Nod those are standard, programmable scripts that you can taylor to a mob.
Most codebases have them. Generally to introduce an interesting personality
though, they would have to be quite lengthy. Why not have base scripts for
certain personalities. The personality scripts would handle how a personality
type would react to a large number of situtations, based on what players say or
do. After assigning someone a basic personality you could add the type of
progs you mentioned above to make the mob an individual. That way they could
react in a large variety of ways instead of just several. You could even
assign a basic personality type to fodder mobs with very little overhead.
A small example of data that might be in a small personality script
Shy personality script
Player Mob
Action Reaction
wink mob blush
taunt mob cry
slap mob leave room
pinch mob say "Ow!"
look at mob hide
hug mob emote shifts uncomfortably
follow mob run away
accuse mob sob
bless mob emote mumbles, "Thank you very quietly"
tell mob "thank you" blush
smile mob blush
grin mob hide
nudge mob emote rubs his/her arm.
threaten mob leave room
follow mob run, and hide
nod mob nod player
grovel mob emote looks uncomfortable.
sneeze emote mumbles, "bless you"
poke mob no reaction
whistle mob hide
There are so many things that people react to. There are so many things that
players do, especially to mobs when they are bored. If you defined
action/reaction on say even a fourth of them into a specific personality
script (the list above is not even a fourth of what players can say or do to
mobs) If you defined an action/reaction on every mob for say a fourth of
them, even for only several hundred mobs, it would quickly take up more space
than it was worth. If you make several general personilty types, they could
be assigned to mobs. The mobs could have some of the comparitively small
scripts like you described above as well. Mobs generally do not react to that
much. This is a possible way to have more mobs react more ways to different
things.
Michelle Thompson
- Newbies MichelleThompson
- Newbies Richard Ross
- MUD-Dev digest, Vol 1 #288 - 9 msgs Dr. Cat
- (fwd) Commercial-use Restrictions on Code Bases (was: help me find 100% free graphical mud) J C Lawrence
- (fwd) ADMIN: "A Classification Of Muds" [was 'In defence of stock muds...'] J C Lawrence
- Distribution Geir Harald Hansen
- player persistence Matthew Mihaly
- [Off-topic] GDC-2000 Derek Snider
- [Off-topic] GDC-2000 J C Lawrence
- [Off-topic] GDC-2000 Justin Lockshaw
- [Off-topic] GDC-2000 Christopher Allen
- [Off-topic] GDC-2000 Matthew Mihaly
- [Off-topic] GDC-2000 Joe Andrieu
- [Off-topic] GDC-2000 Kristen L. Koster
- [Off-topic] GDC-2000 Richard A. Bartle
- [Off-topic] GDC-2000 Bruce
- [Off-topic] GDC-2000 David Bennett
- [Off-topic] GDC-2000 J C Lawrence
- [Off-topic] GDC-2000 J C Lawrence
- [Off-topic] GDC-2000 J C Lawrence
- [Off-topic] AAAI symposium (was: GDC-2000) Robert Zubek
- MSP Richard Ross
- Privateer-style mu*? Bobby Bailey
- Minimum community sizes Dan Root
- Minimum community sizes Koster, Raph
- Minimum community sizes Dan Root
- Minimum community sizes adam@treyarch.com
- Minimum community sizes Matthew Mihaly
- Minimum community sizes David Bennett
- Minimum community sizes Matthew Mihaly
- Pike codebase Daniel Podlejski
- chil@gate.net Joel Kelso