Time to be pesky...

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15 Jul 2010 - 04:042862
Time to be pesky...
Just curious why so much that makes sense to have is still missing from the DG Script functions library.

Things such as:
%obj.applies(mana)% to see how much additional mana an object gives to a player when worn. Same for all the apply types. (Hitroll, Damroll, Hitpoints, Mana, Movement, the various stats, etc...)
Support for level adjusting via script, which I've added into my own copy.
Access to hitroll and damroll for a player. I see the various stats such as int, wis, con... but no hitroll/damroll.

I guess I'm just curious if there are design considerations here or if it just hasn't been gotten to. I personally would love to be able to create a mob that sets a player's damroll to double its current for a quest completion. As this would only last till they died or MUD rebooted I don't see an issue. I currently set players damroll higher sometimes.

I have several ideas on how to implement these suggestions. Let me know and I'll spell them out in detail.


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Owner/Coder/Head Admin
Caer Dubrin
15 Jul 2010 - 08:202864
DG-Scripts are constantly evolving, with people making suggestions for cool additions like yours.

As you guessed, some suggestions do get rejected, however, like being able to set level in a script. A builder could promote themselves to Imp, and level changes require max hp/mana/moves changes, which would vary from MUD to MUD. This makes changing a player's level both dangerous and complicated.

Being able to see applies on an object would be useful though, but might be a bit hit-and-miss in a script, finding which applies an object has:
%echo% Applies for %obj.name%
if %obj.applies(mana)
  %echo% Mana: %obj.applies(mana)% Hours
else
  %echo% Mana: None
end
if %obj.applies(move)
  %echo% Move: %obj.applies(move)% Hours
else
  %echo% Move: None
end
etc...



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Last edited by Jamdog (15 Jul 2010 - 08:21)
15 Jul 2010 - 14:132866
Actually the level changing was pretty easy to add protection for on my MUD... you just have it check if they're an imm or not. Which is usually a case of:
if (GET_LEVEL(c) < LVL_IMMORT)
// level change code here. :)

And on my MUD was even easier since I have immortals and players able to be the same level, just separated by a flag which is checked for with IS_IMMORT...
if (!IS_IMMORT(c) && !IS_NPC(c))
// level change code here protected from working on imms and mobs

And I basically coded the level change to be like the immortal set command, so it doesn't affect hp/ma/mv/etc... the way advance does. If I wanted that I'd code an o/madvance command.

Anyways, just being a pest and throwing ideas around :)


__________________
Owner/Coder/Head Admin
Caer Dubrin
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