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Archive for September, 2008

Packs again

22 Sep

Last night I was predominantly working on the Pack commands. Well, one really. Sometimes something sounds really simple but can turn out to be quite complex, and that is how it turned out with the pack invite/pack accept command.

Firstly, we had to check if they were on the invite list already. So get the data from that field, loop through each value and see if they are there*. If so, fail. Also had to check and make sure it is an alpha doing the inviting, if not, fail. A few more checks and finally can invite. Need to grab the data from the invite list, add this new person to it, then resave it back there. Do appropriate echoes and that’s the first half done.

Secondly, the person who has been invited needs to accept (or decline but we’ll get to that another night). To accept, we need to check they have been invited*. If not, fail. If everything has the green light, then we first remove them from the invite list** and save it back. Then we loop through all 10 positions in the pack and put them in the first free slot (working from top to bottom). This, new members tend to be added at the lowest rank of the pack. Of course the Alpha can promote or demote as necessary.

* This involves pulling the list of names, which is basically “nameA nameB nameC” and splitting the list at the spaces. Each word between spaces is checked against the character name.

** This involves pulling the list of names, doing as above, loop through looking for a match. For each non-match, we put it into a new list of names, and exclude the match. The final result is saved back.

 
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Housing

21 Sep

Something I forgot to mention last night, a new help file has been added which details a guideline for pricing for housing. Help housing. The thing to remember it is a guideline, and your actual costs could be quite different. Also, it does not include things such as furniture, and stock, which can (depending on what is requested) can double or even triple costs.

 
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Haggle and Packs

21 Sep

Thanks to Solitian managed to track down a bug with haggle where it wouldn’t work if certain options were set on a shop. Should be all good now, any problems, let me know. That was only a 15 minute fix though, the majority of the night was spent working on a mysql add on which in the immediate future, will allow Packs to have a coded organisation, but once it all works we can adapt it to work with any organisation.

A preview for those that can’t see, the command list looks something like:
Syntax: pack make                                 pack info
              pack name <value>                 pack invite <name>
              pack desc <value>                   pack banish <name>
              pack colour <value>                 pack advance <name>
              pack tree <value>                     pack demote <name>
              pack rules <value>                   pack rank <position> <value>
              pack territory <value>
So far, all of the left column plus info on the right have been coded and are all testing okay.
 
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Object Poses

20 Sep

Just so I could get it out of the way, I finished up object poses tonight. It should work nicely, did a bit of testing, the whole process took 5 hours.. so whilst it appears quite a simple thing to add, because of the way the objects save and load, it was a bit of a nightmare to do. But glad we have it, think it would be quite a useful tool for role-play and one people have been asking for, for a while.

Help pose has been updated, but for those to lazy to go there and read it:
Object Poses
Poses can also be set on objects either in the room or inventory with the following syntax:
   To set: pose obj <keyword> <object pose> 
   To check: pose obj <keyword>
Enjoy. Feedback would be good, makes the 5 hours worth while ;)
 
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Writing and Object Poses and Crashes

19 Sep

I’ve put in a basic writing command. write <paper> <pen> I think it is. Might not be. The help file says how it works anyways. It doesn’t do much yet really. It lets you write.. but it doesn’t do any nifty stuff like check for a writing skill, or the language used. Or if you have a quill with ink on it, or does it need redipping in an ink well. Nor does it check how much space is on the paper, or allow you to make amendments. So there is still some work to be done on it. But hey, it is a start hmm?

I also put the save and load structure in for object poses. That doesn’t sound like much, but that’s probably about 75% of the code needed for it. So.. they aren’t that far away either from being done. I’d do more tonight, but waaaay too tired. Rough night last night.
Also coming soon is drag/pull/drop/carts etc. I wrote up some pseudo code for that whilst in lectures today. I was bored. Might be a couple of days yet before it is done.
And on a final note, the crashes. No idea what is causing them.. if you enter a command and the mud goes down as you hit enter, (not before, not 10 seconds after) let me or another staff member know ASAP. You won’t be in trouble, it’ll just help us track it down. We may even reward you for it with some cool and shiny RPP.
 
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Special Race Skills

18 Sep

Tonight it is Vek’s turn.

Feed skill is now in. You can, of course, feed just fine without it. Feeding with some level of skill is recommended as it does nifty stuff. Really nifty stuff. I’m tired so rather than type anything more here… read help feed. It is all there. Any questions, send them my way in game. Any praise? Add comments here.
 
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Special Race Skills

15 Sep

Today I put in something that I have been wanting to for a long time… racial based skills.

Previously it was not possible to set it so that a particular skill was only learn-able by a certain race. Now it is, for the moment, only for the special races, but feasibly it shouldn’t be too hard to add other races into the mix as well.
Whilst some skills will appear on the relevant people’s skill lists, so far the only ones actually implemented with effects in game are bite (higher skill = more damage) and shapeshift (higher skill = greater bonuses and less time between needed changes).
The other skills will start to appear over the coming few weeks.
 
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Biting

14 Sep

I know, it has been a week or more. Too long really. Stuff got busy with school starting again and other random things going on. And as always assignments and study comes first. And even with down time from assignments and study, sometimes after doing several hours code for an assignment the last thing in the world I want to do is code here. Sometimes. And lately it has been like that.

Starting to get back into things and put in a few fixes today and yesterday. Also set a certain highly sort after plant fruit growing in the West Forest. But the big code bit I put in was the bite command for Wolfkin. Firstly, it is a specialised Wolfkin attack and it now echoes appropriately. It has a few extra checks but basically works much like hit does. bite <target> <location> <cap>. But it also does something else. If certain conditions are met, it has the chance of turning the victim into another Wolfkin. Pretty neat huh? Generally, only Alphas know how to do this and making a Wolfkin without Alpha approval is very frowned upon (and usually punishable by death or banishment).
 
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Vek’pem Ahyre and Aartiran’s

06 Sep

Things, personally, have been a little rough the last few days. So unfortunately my updates are a little sparse:

1. Vek’pem Ahyre – a few alterations and fixes. Score now shows your thirst for blood. You should finally see those elusive thirst messages now. A few more fixes to feed as well allowing you to feed more easily from restrained, and people knocked out.
2. Website – A little more information put up about the Vek. Aartiran page added and Aartiran religion page added.
3. Vek’pem Ahyre – have been emailed with a more detailed block of information about the Vek and their past. If you didn’t get the email and you have a Vek character, let me know.
I feel like I should of gotten more done these holidays than I have. But University cheated me and gave me 4 assignments to do during my 2 weeks off. Artnews threw me a website update to do. And my left hand became more numb, making typing difficult. Excuses, but legit ones. Ahh well, 8 more weeks then this semester ends and I have 3-4 months ‘off’. As off as you can get with a 12 month old baby and an invalid mother to look after anyways ;)
 
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Combat and Learn

02 Sep

Two updates since my last post, one small with big effects, one big with small effects.

A new way to learn has been added, allowing players to learn from NPCs. This is through the prac command and involves a significantly lower RPP cost (than when using the rppxchange command) but does have a coin cost instead.

Syntax:
prac <NPC keyword> – lists the skills available and their cost
prac <NPC keyword> ‘<skill name>’ – learn the specified skill from the NPC

The other change involved combat. Previously, if there was only five points difference between attack and defence skill of two characters, there would be no variation. The attack would either always hit, or always miss depending on which was higher. This is unrealistic and not a lot of fun. Fights are more than a little boring and predictable, and they should be neither.

Now, a trained fighter has some shot of hitting a master fighter. Abeit small, but still has a chance. If a trained and well-trained fighter goes toe-to-toe, the trained is likely to get a few hits in and has a chance of winning. If a inept fighter went into combat with a grand master, then their chances of hitting a grand-master will still be zero.

 
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