Hello there, here is a quiz for both coders and imps (not necesarily the same) I want to implement in my Mud the following: Classes (Already There, more like professions or careers). I would like to make this so you would have to choose your class when you are five levels (or 25 years old) and then again at level 10 you could pick another class, a subclass (or at 50 years), you'd of course be more proficient in your primary class. Races: So you can be of a specific race, start in a specific area and speak an specific language. Tribes: This is something I want to implement but I am not sure what I want (I am thinking if this would be the same as clans) Clans: This would be more like Clubs... You'd defend your clan above anything (but your tribe maybe) and your clan would have rules and everything. Languages: This would mean that depending on your race and on your tribe you'd speak a different language than the common one. (maybe using speak and say for different things, or appending an l to all communication commands -lsay, lshout, lholler, etc.- and a flag, where you could toggle the languages you know (language common, language amphibian, for example) to use with the l-commands. The thing is thatI'd like to know from implementors and coders how would you implement these, that is, choosing your class until level 5 and then again when level 10 (subclass), choosing your race and begginning the game in some specific area, choosing (an changing) clans while in the game (as long as you have a class already) and how to manage those clans and finally, how to implement languages depending on races. I have an idea for the language system, but I need the coder's opinion: first idea: To have a parser go through the spoken text and convert it to some language (set by rules about frecuency of vowels and the like and some factor of randomness) so for example, if a troll says 'Hello there' it converts it into 'Grunpfn H'gnhbhjnnn' and it then stores this words in some database so whenever says the phrase again (or one of the words) it sounds exactly the same (it could be very realistic, since you could learn a language this way). This may not be very efficient (hacing huge dictionaries for each language and having the program go through it every time anyones says anything) but I would like to see into this possibility, which, except for the grammatics is almost as real life would be. Second idea: To have specific rules for letters and letters pairs or letter triads, so it is parsed every time it is said, but there is no need to keep a dictionary (this one would be more efficient, but by loosing the random factor, words that sound alike in a language would sound alike in another, which is not always true in real life), I like the first idea better. Lastly... I found some fun code to make a drunk PC actually speak as a drunk, but it is for MERC muds, i won;t include it here since this is enough spam, if anyone wants it I'll send it over. If the consensus is general I'll send it to the list, so someone can make a port of it and put it in the part where drunkness affects players..:) BTW, I know this whole mail may not have been very clear but I just got a cup of coffe and it was *way* overcaffeinated (first time ever I drink instantaneous coffee, I put 4 whole spoonfuls of coffe powder in the cup, you could cut the thing with a knife, if it was sharp enough). I am looking for implementation ideas (commands, how to fit it in the whole mud, etc.) as well as coding suggestions, or even whole chunks of code, I haven't startted this yet... but I want to do it..:P Greets Ed Myth --------------------------------------------------------------------------- Eduardo Gutierrez de Oliveira eduo@sparc.ciateq.conacyt.mx Administrador de Internet Internet Administrator Proveedor de Servicio Internet Internet Service Provider CIATEQ, A.C. Centro de Investigacion y Asistencia Tecnica del Estado de Queretaro, A.C. http://sparc.ciateq.conacyt.mx/ ---------------------------------------------------------------------------
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