[MUD-Dev] Introductions and
Stephen Zepp
zoran at enid.com
Sat Dec 13 19:54:01 CET 1997
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Richard Woolcock wrote:
>
> Adam Wiggins wrote:
> >
> > [Stephen Zepp:]
> > > I am wondering about the inconviencience of walking into a store and
> > > seeing 20 different sword descriptions, 100 pieces of armor, and 35
> > > types of helmets...NONE with names until I "name" them...don't get me
> > > wrong, I like the idea, but ( I may have missed it ), couldn't _most_
> > > text style interaction have some sort of "auto-naming" convention to
> > > keep you from having to name 150 objects in a room that you may never
> > > see again?
> >
> > You're confusing 'name' with description. The situation you describe
> > should look like so:
> >
> > ] n
> > You enter Arms 'R' Us.
> > This is a large, bare room. On one wall are mounted quite a few different
> > swords. On another wall there is a myriad of armor. On a third wall are
> > several dozen helmets.
> > Bubba the shopkeeper is standing here.
> > ] look swords
> > There seem to be around 20 different swords. Most of them are typical
> > longswords, but you notice two particularly rusty swords, three short-swords,
> > two claymores, and a rapier.
> > ] get short
> > You get a shortsword from the wall.
> > Bubba says, 'That's an excellent weapon for any use. Sold to me by an older
> > hobbit fellow younger today, he said it served him quite well.'
> > ] examine short
> > You take a close look at the shortsword.
> > It weighs around six stones. The blade is about three handsbreath long.
> > The hilt is wrapped in leather. Delicate paterns are etched into the
> > well-worn blade. It could use some sharpening.
> > ]
> > Bubba says, 'Only fifty coppers for that fine item.'
> > ] name sword Sting
> > You will now call the shortsword 'Sting'.
> > ] l in purse
> > You have three copper pieces.
> > ] doh
> > ] return short
> > You return the shortsword to its spot on the wall.
>
> Out of interest, shouldn't that be "You return Sting to its spot on the wall"?
> That is what my code would do, if I wrote object-recognition in the same
> way as I have written player-recognition. It would also prevent me typing
> 'return short' - I would have to type 'return sting' (although if I do ever
> decide to code object-recognition, I might well change that part of the code
> for objects).
>
> > Bubba says, 'You'll regret giving up such a bargain, my friend..'
> > ] l
> > This is a large, bare room. On one wall are mounted quite a few different
> > swords, one of which you recognize as the shortsword Sting. On another
> > wall there is a myriad of armor. On a third wall are several dozen helmets.
>
> I was thinking of doing something similar for groups of people - something like:
>
> "You see a large crowd of people, three of which you recognise as Bubba, Boffo
> and Biffo."
>
> The problem I can see is - if the crowd is really big, would I actually be ABLE
> to recognise everyone (or even anyone)? What if you barely know them? Could
> a thief (as in someone who had just robbed you, rather than thief class) hide
> in a crowd to escape the authorities? Maybe you should have to push through a
> crowd in order to find someone?
>
> Just food for thought.
>
> KaVir.
make the recognition just a check against vision ( perception stat ) and how well you know them?
Z
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org: Lords of the Shadow ( telnet://soe.nuc.net:8888 )
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