I come from ENVY based code and am still learning all the ins/outs of Circle. but in Envy we used WAIT_STATE() which would cause a wait based on actions. each skill/spell/action has a wait state associated with it. At 10:15 AM 6/17/99 -0600, you wrote: >> >Secondly, has anyone developed a round-time based command >> system, like that >> >of GemStine III and Dragonrealms? >> seconds it >> >takes before you can execute the command again. Obviously, as >> you get better >> >in the skill your round-time for that skill-command decreases. Do players >> >mind this? >> >> Check out wait states. >> Look in the bash command for an example of how to >> use them. >> > >"Yeah but"... simply tying into the wait_state game PULSE stuff doesn't >really take into account the players skill level (it provides a static >limitation on a commands execution regardless of other situations - as far >as I can tell). Please tell me if I'm wrong though (I've just started >coding Circle). Would it even be feasible to apply the "game pulse" timing >to an individual "player pulse" timing? System things still need to happen >based on the game pulses, but there should be a "player pulse" that is taken >into account. > >I'm glad someone brought up the "timing" issue actually, because I'm looking >into using some cyberpunk rules that rely heavily on a characters >"Quickness" (sort of like Dexterity and Agility rolled into one)... only >now am I pondering how this is going to fly with how things currently work >with the Circle-based code. (Bear with me, the following are my thoughts in >progress... *smirk*) > >Every command has to fall into several categories - like Simple Action or >Complex Action. Take just one example, reloading a weapon.. some weapons >require a complex action to reload while others only need a Simple Action. >Using another example everyone should understand.. when you "look in corpse" >(supposedly rummaging through a corpses pockets and "searching" the body) >that is a Complex Action and should take LONGER than a Simple Action command >like "get <item>". > >Another question I think he was asking.. "Does it affect playability?" - "do >players mind?" Yes, definately. If you typed a command to "look in corpse" >and every time you tried typing "kill monster" the system returned with "you >are currently doing something else"... would the player mind? To me, on one >hand, it's much more realistic and your actions have to be planned a little >more.. do you really want to search that corpse and "get all" when another >monster has just entered the room and could attack? BUT, on the other hand, >in real life you'd STOP searching the corpse and start to fight whatever was >attacking you (then go back to searching the corpse again after killing the >new attacker).. SO does it really matter how long it takes to search a >corpse? No. Actions like "get" and "look in" shouldn't be affected by >timing.. because it would severely affect the games playability. > >However, with BASH, I think timing should definately be a factor (throwing >yourself bodily at an opponent - it'd take time to recover yourself, so you >shouldn't be able to do anything else)... for a period of time after >bashing, the system should respond "you are recovering yourself". AND if >you have a higher skill at BASH, then it should take less time to recover >(this is important.. it shouldn't take the same amount of time for every >character to recover after bashing). > >I've decided to implement timing with the LOAD/RELOAD commands.. so if a >player is reloading a weapon, then attempts to IMMEDIATELY fire that weapon >at an opponent, the system will say "you are still reloading"... and if you >have a higher Quickness rating, then you should be able to reload faster. > >I don't think the players would mind a LITTLE realism, but if every single >action had to take place in "real time" then the game would be very lame. > >There. That's what I think about time as it applies to a players actions >and how it affects playability. Now I just have to figure out how to >implement "player pulse"... heh. > >--- >Joe Rykowski ('Cyklop'), SysAdmin/Builder/Coder >>> C.O.R.E. MUD - a post-cyberpunk adventure >>> http://members.xoom.com/CoreMUD/ > > > +------------------------------------------------------------+ > | Ensure that you have read the CircleMUD Mailing List FAQ: | > | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | > +------------------------------------------------------------+ +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/15/00 PST