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Re: [MUD-Dev] Re: Issues from the digests and Wout's list
In <Pine.GSO.3.95q.970419122247.29623C-100000@uhunix2>, on 04/23/97
at 10:39 PM, Nathan Yospe <yospe#hawaii,edu> said:
>On Thu, 17 Apr 1997 clawrenc#cup,hp.com wrote:
>:In <199704170238.CAA492348#out1,ibm.net>, on 04/16/97
>: at 10:51 AM, "Shawn Halpenny" <rsh#dos,nortel.com> said:
>:>On Apr 10, 6:57pm, clawrenc#cup,hp.com wrote:
>:This gets really messy when the player is controlling multiple bodies
>:simultaneously as you can get multiple stacked prompts for multiple
>:bodies.
>(for the purposes of discussion: I am controlling two characters,
>FireBrand and Lissajous. FireBrand is in a secondary interface,
>Lissajous is primary. I also have a piece of mmail I am doing in my
>shell.)
>
> > :fire >tell lissa Testing, testing...
> {FireBrand} You mutter into your comm. {/F} Your comm chirps, and
> FireBrand's voice says, "Testing, testing..."
> > tell fire Testing.
> You mutter into your comm. {FireBrand} Your comm chirps, and
> Lissajous' voice says, "Testing." {/F}
> > :messaging fire off
> {shell} Messages directed to FireBrand will no longer be broadcasted
> via shell. {/s}
My current handling (from memory):
Bubba> whoami
(Bubba) Account: tester
Active characters: Bernie, Boffo, Bubba.
Bernie has one body: Bernie // Bodies default to char. names
Boffo has three bodies: Marsh, Slug, Thwacker
Bubba has one body: Bruce // But don't have to
Bubba> who
(Bubba) Active accounts:
Aulder
Charliehorse
Klepto
Tester
Thisnthat
Bubba> l
(Bruce) You see a long description
of some place wherever.
Bubba> switch to boffo
Boffo> l
(Marsh) You see a long description
of some place wherever.
(Slug) You see a long description
of some place wherever.
(Thwacker) You see a long description
of some place wherever.
Bubba> bernie < l
(Bernie) You see a long description
of some place wherever.
Bubba> bernie < get bag
(Twacker) The troll smashes you over the head with his
club! Ouch!
(Bernie) Do you want the:
1) Red bag
2) Tattered paper bag
3) Mouldy sack
0) Cancel command
Bernie>> // Auto prints the non current prompt
Bubba> thwacker < fight troll // because there's a filter there
(Thwacker) ...combat script stuff...
Bernie>>
Bubba> bernie < 2
(Bernie) You take the paper bag.
Bubba> cd thwacker // Also works
Thwacker> (do something nasty to troll)
(Thwacker)...etc.
<<Been a long time since I've even looked at this stuff, I know I
forgot something, but I'm at work and the code is at home. I'm reptty
sure I changed the "BodyID < Command" syntax to something else, but I
don't remember what.>>
I don't encourage players to play multiple characters with multiple
bodies simultaneously due to the playability aspects and IO overhead,
but it can happen. More typically I'd expect to see players playing a
single character with perhaps two or three bodies. Most smart players
will always have at least two bodies per characters as death is
permanent and only occurs when all of a character's bodies die.
Note: This is also a big reason to play swarm/hive-type bodies. They
are damned near immortal.
>:The only solution there is to bind "drink" et all to the player
>:objects (or something that all players always carry). Drink then
>:resolves on the player, and the verb then goies out looking for an
>:object to satisfy.
>:
>:It can make for an expensive parser.
>I have to admit, my parser can get pretty expensive, though
>hardcoding helps a lot.
The real expense that I see is having the verb attempt to resolve its
own subjects and objects rather than having the up-front parsing do it
for you.
>:>>>6) Global mob AI.
>:>>
>:>> Ouch. Like it. Don't have an elegant solution yet.
>:
>:><gurgle><spastic-twitching>
>:
>:I thought we warned you against playing with ducttape? You really
>:shouldn't get so wrapped up in your work.
>*grin* He wasn't... he accidentaly cut the _red_ wire.
I thought we told him the green wire controlled the power shunt to the
ECT machine?
--
J C Lawrence Internet: claw#null,net
(Contractor) Internet: coder#ibm,net
---------------(*) Internet: clawrenc#cup,hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...
- Thread context:
- Re: [MUD-Dev] Re: Issues from the digests and Wout's list, (continued)
- Re: Issues from the digests and Wout's list,
Nathan Yospe yospe#hawaii,edu, Sun 20 Apr 1997, 05:15 GMT
- Re: Issues from the digests and Wout's list,
Nathan Yospe yospe#hawaii,edu, Sun 20 Apr 1997, 05:41 GMT
- Re: Issues from the digests and Wout's list,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Mon 21 Apr 1997, 10:37 GMT
- Re: Issues from the digests and Wout's list,
Jeff Kesselman jeffk#tenetwork,com, Mon 21 Apr 1997, 12:24 GMT
- Re: Issues from the digests and Wout's list,
Ling K.L.Lo-94#student,lut.ac.uk, Tue 22 Apr 1997, 01:34 GMT
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