Re: [Off-topic] Just a follow-up to the swapping thing...

From: j f chaos (jfchaos@JUNO.COM)
Date: 11/05/97

On Wed, 5 Nov 1997 07:52:02 -0800 Daniel Koepke <dkoepke@CALIFORNIA.COM>
>On Wed, 5 Nov 1997, j f chaos wrote:
>->   I like to do the general stuff first and fine tune later.
>->I am going to have to write a separate combat system for my mud and
>->the original one also.
>Why is this?  Perhaps you only *think* you have to write two seperate
>combat systems, and there is a way around?  If you post your problem,
>some people will probably have insight on it, and perhaps a more
>elegant solution.

   If you understand the Cyberpunk form of combat, you have RL combat and
net combat I suppose I could integrate something to check to see if said
pc is in the net portion, and have it base your attacks on the programs
you have loaded into your deck. (I hope you understood what I just said,
not too many people still play CP)

>->   A logic engine would be great. And how about mob interaction, so
>->they aren't just there to kill. They could drop hints at where to
>->maybe even just lead the character into an ambush. Even better would
>->to have the mobs attack each other (if they are a rival gang or such).
>I was thinking that the logic engine, were it to be coded, would
>handle simple thinks like determining if it is cold, and if mobX is
>warm, and then return an integer based on said information.  It would
>be up to other functions to call the logic_xxx functions, and to make
>use of the returned information.  So logic_cold() wouldn't
>automatically make the mobile where a coat if they were cold, but it
>would return an integer, say 1 that would mean the mobile is cold, and
>then the function that called logic_cold() could dtermine what to do
>with that information.
   That makes sense, because if a mob doesn't have a coat on him, he'd
have to go and get a coat and put it on, and then come back outside.

>As for mobiles dropping hints, etc. that would be handled by a
>scripting language.  I have a lot on the TODO list for BobMUD, still,
>and I've just finished stripping classes out of the MUD source and
>moving them to external files, and am going to begin on the generic
>OLC interface later today (unless I'm too busy with RL).

    I'll get a little bit off topic now.  I'd really like to just rewrite
the mud calendar, but for some reason. I can't seem to get it to be like
the calendars we have in RL. It's been a while since I played w/ the code
for it, because I crashed my computer, and couldn't use it for about 3
months. (Slackware is pretty testy sometimes)


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