[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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