[MUD-Dev] Describe Concept
Jon A. Lambert
Jon.A.Lambert at ix.netcom.com
Tue Mar 3 02:04:21 CET 1998
On 1 Mar 98 at 14:13, Stephen Zepp wrote:
Gee I hope I did this right. :>
> DEFINITION:
> module to describe an object to a player dynamically based on
> features of the object, illumination, perception of the viewer, and
> knowledge of the user, taking into acount actual features and any
> "spoof", or disguised features.
>
> features_type:
> {
> string_array * format[MAX_ILLUM_LEVEL];
> /* X amount of char * format, allowing for different
> illumination levels.
> format[ILLUM_BRIGHT].msg =
> "$n $d.#P $e, and $s.#-P #M $a $m.#-M #S"armourer $q #-S."
> etc., one format string for each illum level */
> feature_val base;
> feature_val encrusted;
> feature_val engraved;
> };
>
> feature_val is your storage method of values of various things
> relating to the object:
> base : material, general obvious info like stained, damaged,
> broken, pointy,
> etc.
> encrusted: things that are "attached" to the object...gems,
> wrappings, glued
> on, whatever.
> engraved: sigils, runes, names, whatever might be written on an
> object.
/* Is there any real difference between engraved and encrusted? */
> format strings:
> how the info is presented for this object. $ values are textual
> conversions
> of feature_vals, and # values are character specific checks:
> $n name ( namespace or item class type if not named )
> $d general obvious description stuff
> $e encrusted descriptions
> $s sigils, engravings, runes
> $a magical auras
> $m other magical "spells" embedded in the object
> $q quality of the object
>
> #P check char perception
> #M check char magical sight
> #S check specific player skill named in next keyword
> #-<X> close specific check.
/* What about the other 4 senses:
Taste, Smell, Hearing and Touch
*/
/* perhaps an attribute to indicate containment of
objects. Shouldn't containment require perception?
Obviously a treasure chest requires very little perception.
Yet a ring with a secret compartment may qualify
as a disguised feature.
*/
> END DEFINITION
> descriptions of objects. Normally, stock descs will be used, but it
> allows the olc to give specific prototypes for the complete
> description text.
> $ vals work similar to Merc's act values, defining places
> within the
> output string to redefine based on atm features of the object.
> feature_vals are dynamic, some able to be changed after
> object
> creation, some not.
Yikes, I shouldn't be posting. I don't know what a stock
description or OLC is. <gurgle, splurgh>
>
> I'm thinking that each way of observing an object ( scan,
> look, study )
> gives different chances of penetrating disguises, and noting smaller
> details.
> One major problem so far that I see is that once you know
> that Sting
> has three emeralds and a ruby hidden in the hilt, you should always
> be able to see them, and if someone points them out to you, you
> should be able to see them even if your perception sucks ( well, not
> _always_, but you get the idea).
Should perception be based solely on the object being perceived?
I think a great deal of perception code/responsibilty(?) belongs to
the perceiver.
Perhaps the perceiver sends a message to the object:
Me-->Sting.look("and BTW I'm a drunken, one-eyed, deaf, heroin
addict, with a fetish for bright colors and ladies clothing")
Object-->Me.Sting("There are a few valuable and beautiful jewels
here glued to a metal object. You'll be partying tonight!")
Or not...
--
--/*\ Jon A. Lambert - TychoMUD Internet:jlsysinc at ix.netcom.com /*\--
--/*\ Mud Server Developer's Page <http://www.netcom.com/~jlsysinc> /*\--
--/*\ "Everything that deceives may be said to enchant" - Plato /*\--
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