Title: <reply to Florgan module>
pizza2004 - September 24, 2008 02:32 PM (GMT)
*crazy I can post in this topic!
Well Zac, the florgan control works great! All you have to do is fix certain things.
Well, it sends the "Ceadda uses the florgan to make you 'look'" thing to both of us, but I don't want that at all, it shouldn't tell them what you are making them do, it should just say something like "You are being controlled by Ceadda" every now and then. And I should see it just like they see it except without the "You are being controlled by Ceadda" thing, this is tacked on after the log/florgan checks what they see, instead in place of it it tells me "You are controlling Aldous".
The most major bug so far, is that I can still see things like "Aldous goes north" and "Aldous says, 'whatever'". And then we need to do an overhaul of the mobiles and make it so that they are just like player controlled characters, but with less commands, and they aren't normally controlled by a human. This would partly be for the florgan, but it would really help make the AI easier to make in the long run. It would then be able to do something like "Ceadda has talked to old lady, make old lady respond." And it would work much better than the old fashioned dialog module. It would also be like "You would like the potion? That is 20 Doubloons" the player uses the pay command, and the AI checks, did they give us too little, just right, or too much, it then tells the mobile to pay back the change, and give you the item, after that it checks to see if the merchant isn't holding anymore of a particular item, then it tells him to go back in the back and pick up all of that item on the ground. Now, if we didn't have commands built in imagine the frustration that making them do this kind of stuff would cause.
I will look at some stuff, but I can't do anything here at school. I need to figure out why VNC is blocked now. I think the problem might be the new version of UltraVNC, is it okay with you if we go back to the old version? This assumption is strengthened by the fact that I could connect from here at school just fine until I installed the new version of UltraVNC, and it hasn't worked since.
That is all I have to say for now.
Aßyll - October 4, 2008 02:38 AM (GMT)
Also, the Florgan module and extensions will be outdated and replaced by the Skills module - Florgan abilities will be made into skills.
This'll be in a while.. so nothin yet. Sheesh skills may take some effort. :P
pizza2004 - October 4, 2008 06:22 PM (GMT)
Okay, good, but you aren't done yet, you must disable input from the victim.
Edit: Oh, and from now on, no double posting without a very good reason, if you get more posts then me!!!
Aßyll - October 4, 2008 08:44 PM (GMT)
Disabling input from a victim ... Hrrm.. that'll need some work in sockets, I believe. I'll start on that too. But do you think you can help me with making the skills work? I have the basic idea of how the structure will be, but I'm not sure how to exactly make the code work.
Here, the development begins:
Skills will be objects added like the other stuff (Rooms, mobs, triggers, etc),
and they are generated by a python prototyping script.
# They have some normal attributes:
1: A var to say what type it is (Just like terrain from rooms - but it'll be type: offense, defense, heal, affect, special-action, other, and stuff like that)
2: A var set to say what Stats are required: i.e. a minimum of 5 Intelligence points to be able to do something, but it'll have to be for multiple stats.
3: ¿Maybe? how much stamina, (or health, or mana?) is taken up when the skill is used.
4: The Re-use time. How long until you can use another skill of the same type, or something like that.
5: A (bitvector?) to say what usergroups or races can use the skill (Classes actually aren't part of this - its ALL about what Stats you have to be able to use a skill)
6: Other stuff I haven't thought of yet.
# Then, the skill needs a Function that is called whenever the skill is used by a character. it will take only the character and the original command string as parameters: skillFunc(ch, cmd)
It may need to be split up, so there can be C++ functions, and then Python functions, if we Do choose to make some SkillFuncs in C++ modules. Otherwise, we need to have just the python function stored to the Skill object.
This might take some from py-scripting, because it looked like that had functions that were passed and stored.
Then, Everything about the skill is put together with the function:
Which includes parsing the command, to get parameters such as Who to kick ( If applicable)
and then doing whatever the skill is supposed to do. Thats all in here.
And it'll need output to the Room and back to the character.
pizza2004 - October 4, 2008 10:27 PM (GMT)
Great...ZZZZZZZZZZZZzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz...huh..wha.....gah....Oh, sorry. Dosed off there for a second. That sounds fine, although I didn't read it thoroughly because I don't feel like it right now.