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ValkenarFri 18-Jun-10 06:54 PM
Member since 04th Mar 2003
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#33399, "CMud Script"
Edited on Fri 18-Jun-10 06:57 PM

          

Gameplay doesn't really seem the place for this, but there's no script board here, and I've gotten nowhere trying to get my account on the other boards, so whatever.

During my CF break I've begun writing a comprehensive cmud scripting module, and I'm interested in sharing the parts deemed acceptable by the staff, and getting input from players about what they'd be interested in having a script do.

Here's a partial list of the stuff I'm working on so far:

Explorer module that automatically captures item ids, room descriptions, exits, etc and connects to my home postgresql database (which I would not be sharing in a release) to store them, then puts that information in various places... for example:

You look at someone and see
Worn on head: a ragged toupee (-1 chr, +1 con)
etc.

Or in your inventory you see
(4) a potion of smelting (resist fire@10, poison@40)

And in a room you'd see keywords and hidden exits listed


Some Room (#242)
Description here

Keywords: table, chest, papers
Exits: north {south} (east)

And so forth (the curly brackets indicate a hidden exit). A while ago there was an application called CFI which I guess allowed people to share data, but the staff didn't like that idea (I didn't really follow what happened with it). So if having the remote DB ability in the script would be upsetting to the staff I'll take it out. It will need to cache everything locally for efficiency anyway, and I certainly am not about to give my own server info out.

Possible overhead map display but that may prove too slow.

Characters module
Tracks known characters picked up on who, where, group, etc, and remembers their gear, specs, cabal, etc. Then shows stuff like TNL in the group display, e.g.

15 War Someone 100% hp 76% mana 100% mv 53481 xp (500 TNL)


Stats tracker module to gather information about damage done, skill successes, etc broken down by context. E.g. percent of successful cranials at max skill against PK targets larger than you. Estimated hitpoints based on average damage done over multiple battles, modified by gear. E.g. you see bob wearing 400hp in gear, you've hit him with 10 massacres and he goes from perfect health to gushing so you can generate an average total hp and standard deviation.

Status tracker module that gathers and displays information about spells you've cast on yourself and others, their expected time remaining, effectiveness, etc. With the above, allows you to learn the hitpoints, mana and mv of friends accurately and show the actual values instead of percentages in group. Also remember information about their timer effects (like phys sleep protection, when they can cast the hunt again, etc)

PK module to easily target people, keep track of what direction they last went and reengage (no chase triggers, just automatic setting of variables such that you can type rem and have it go in the last direction someone moved and murder them). Also, a lag display which attempts to show (given error) how much lag you are presently under, when possible. Wariness setting to automatically (and frequently) check where when you're not in combat and not in danger and suppress the output if nobody of interest is nearby.

Posessions module to track what items you own, create sets to quickly swap into and out of, and generate sets that optimize for various things (like strength, svs) and tell you when you're running low on food.

All of this would be configurable so you don't have to use the parts that make no sense to you. I'm writing this whether or not anybody else is interested, but I plan to share it, so if you have some really neat idea that just sounds like too much work to make happen, suggest it and maybe I'll do it.

  

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MacacaFri 18-Jun-10 07:04 PM
Member since 03rd Apr 2010
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#33400, "If the collective energy..."
In response to Reply #0


          

of above average minds that is spent on Carrion Fields were put toward colonizing space we'd be living on the ####ing moon by now.

This seems pretty bad-ass.

  

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