Deep Shadows - Shadowrun 5th Edition MUSH - Help Wanted
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I've been lurking and not making much noise since I'm a rank noob and didn't know when I started how far I would get, but I got interested in Evennia and set about learning Python and as a starter project I decided to use SR5, since it was being talked about. Well, now I'm into it and I understand a lot more about Python and I'm about halfway through coding a chargen from scratch (code at my GitHub). The way I have it structured (and why I think I can safely say "halfway" when I haven't done the most logic-intensive parts) is as a set of helpfile-like pages that can also be set as room descs (to support people who like CG rooms and people who like to do it from anywhere, as well as staffers who want to whip up a statted NPC in a private room) and the code is in its own package, designed to be dropped into a game with just a few tweaks to the game's files to point at the package (maybe one day, we'll have enough packages to start an Evennia Package Manager and people can start up a game with NPM-like instructions). The code has decent separation of concerns, not super-rigorous, but I always have a tough time reading hardcore MVC aficionados' code. I like having my view function and my logic function be next to each other, even if they're separate so that Django can call the logic function whenever I get done with this and my masochism decides that a web-based chargen looks like a fun thing to write.
And there's a stats system with a script that can automatically populate the stat store with data from a Google Sheet. Because I've done RPG system data entry for MUSHes before, and it was painful, and this is a far superior way to work. And you can see the stats on the web site, because I'm easily distracted and go off to learn Django when I could be writing code so that people can decide how magical they want to be.
I still can't decide if magical freebie skills should be stored with the normal skills in chargen and reset with the rest of the skills, or if they should be a separate thing in chargen and only join the rest of the skills when the sheet is locked at approval. I'm leaning towards the separation, but I keep going back and forth.
At this point, part of the reason I'm continuing is to get a finished product that I can then gut and have a nice clean skeleton with which to add other game systems. I started a Fate chargen back in the day, but faltered when the limited nature of TinyMUX wasn't amenable to the logic required. I didn't have that kind of stamina. But with Python, the logic is the easiest part.
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@Sammi That's actually SUPER clever, building CG around "helpfile-like pages". I really dig that. It allows for both the traditional "Chargen is a series of rooms" style builds, without coupling the functionality to an accompanying script that @digs out the rooms (though an optional script may be nice).
...and auto building data storing classes from Google Sheets is icing on the cake. I was actually sitting here tonight thinking about how onerous entering all that data by hand would be.
Very nice.
When you do add more logic in, just be mindful that some decisions will require a prior state to be reached that, when done out of order, will hose up the character build -- this is fairly straight forwardly enforced when you move a player through a series of rooms, but (forgive me, stating the obvious) you'll need to build some logic gates that key off state if you want to completely decouple the system from CG Rooms.
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@Reason said in Deep Shadows - Shadowrun 5th Edition MUSH - Help Wanted:
When you do add more logic in, just be mindful that some decisions will require a prior state to be reached that, when done out of order, will hose up the character build -- this is fairly straight forwardly enforced when you move a player through a series of rooms, but (forgive me, stating the obvious) you'll need to build some logic gates that key off state if you want to completely decouple the system from CG Rooms.
Yes. There aren't many in this system, but I'm keeping aware of them. Each priority category is fairly self-contained with the exception of Magic/Resonance touching the others, and a few qualities (like Exceptional Attribute and Lucky). If the numbers are all kept in a hygienic separate storage, it also wouldn't be hard to run validity checks. A priority A magician needs to have two rank five magical skills, and you can easily look for those (I generated a skill group listing), remove them, and then see if the rest of
skills.values()
adds up to the number of points available. There are some step-dependent things, but they're in individual categories, and I havecg metatype
set up to show the list of metatypes at each priority, then how much you have to spend on special attributes. Each step/room will guide the user through the whole process of that step. -
Instead of removing the freebie skills and then checking the skills.values() at the end, you could keep the skills listed and make the module adjust according to values spent. It would then allow the character to raise those 'freebie' skills higher as needed and still keep track of the points adjustment.
Basically, Mage Guy:
module checks that Mage Guy chose Priority A
module allows user to choose from a list of skills.
user chooses 2 skills (1 at a time, probably)
module sets their skills to:Conjuring: 5
Counterspelling: 5I guess here, you would want to make it so that the user couldn't adjust a skill value below it's 'base', which in this case would be '5' for those two. The same logic could come from how you've set the metahuman attributes so that they aren't adjusted below their set values. <<<
...Later on, user wants to raise one of their skills to 6:
module checks that Conjuring is already at 5
user adjusts Conjuring up by 1.skill points (or karma) are adjusted accordingly.
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@Reason said in Deep Shadows - Shadowrun 5th Edition MUSH - Help Wanted:
Having functional +sheet, +dice, and Chargen code is probably the single largest barrier to getting a MU* off the ground.
Dice are working for us to an extent. It can do rolls based off numbers, but not by skill name yet.
+Sheet is partially built. But the problem we're running into is how to store information, and thus can't recall it on a +sheet until we know how we're going to store it. I think once we've nailed down the character object, we're going to be able to bust out the +sheet command REAL easily.
Character object and I think is the hard part to overcome. We're working on how to store items on the character. Like how to do you represent a cyberlimb that has partially used capacity. Or Armor that has customized flame resistance. I think we got it down actually. We're close at least.
We're working on Character Creation along side of the character object. Those two go hand in hand quite nicely.
@Reason jump on and let's talk. Maybe working with you I get our code finished up and we can get this place opened for Alpha/Beta.
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Glad to see stuff being done in Evennia, good luck with your endeavours, and learning Python for those of you who are new to it (If you don't know a programming language it's really one of the easier general ones to learn imo).
I also encourage people to look at our tutorials. I think some of you are already there, but generally if you need tech help, don't be shy to drop a line to the forum/ML or to chat us up on IRC - our support channel tend to very active and friendly (as usual with IRC, you need to learn to hang around since people are in different time zones though).
If you have specific Evennia questions I usually notice if people address me here I, although it may be with some delay at times.
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Griatch (Evennia lead dev) -
Additionally, @Reason and @Sammi , there is a wiki out there that you can pull all of the Skill/what-have-you data from. I was able to do that with all of the armor and then double checked to make sure values were correct. I even stored it in xml format, much like the GoogleDocs that you have on your skills/qualities/etc so far.
Tiny update: we are chugging along with the chargen code. It's slow going, but it's going. A lot of my code is repetitive at the moment, but I'll simplify/refine once we make sure things are running the way we want it to. I should have up to the skills section working properly by the end of the weekend coming up. Properly managing armor/augments will come right after that.
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The free time turned out to be a lie. So much for that.
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@Reason All good! We are still chugging along.
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@golgoth thumbs up I'm rooting for you.
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Got Attributes mostly done. I just need to either put in a check in the code, or a check as the player tries to leave the room to see if the user has over-spent attribute points.
Been taking things nice and slow (not on purpose, really). I realized if I would just go to a coffee shop for a few hours, I could probably knock out all of chargen in a day. Anyhow, metatype and attributes done.
I'll probably have the Skills section done tonight or tomorrow morning sometime.
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@golgoth suspense is killing me
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Apologies if I missed it, what type of chargen are you doing?
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@tragedyjones Looks like priority based, which hurts us.
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@tragedyjones It will start as the Priority Table Character Creation. I want to get the basic up and running, and then explore further options of expanding into the others.
The ultimate goal will be to develop a way to let the player decide what is best for them.
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Status?
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@Bob We're still working on Character creation. Priority base for now. It's slowly but surely coming a long. We have a good part of it coded out, and unfortunately it's probably the easier part of it. There is still a lot of work to be done.
We can really use someone who has some spare time to help program the project and work with us closely with our vision. We're trying to get some coding sessions going on to bust out chunks at a time.
I've also started building our IC grid.
I could use some creative minds, and familiar with Shadowrun to come up with some descriptions, build a few rooms, and add some details. You don't need to know Evennia to help build or MUSHes for that matter. A knowledge of Shadowrun is helpful, but really I can teach you most everything on how to build. That's the easy part. -
I should mention, we're posting updates (or things Shadowrun, and gaming related) on twitter @deepshadowsmu.
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@tekmunkey said in Deep Shadows - Shadowrun 5th Edition MUSH - Help Wanted:
@tekmunkey said in Deep Shadows - Shadowrun 5th Edition MUSH - Help Wanted:
How exactly do I quote your quote of my post?
If I wanted to flame UH stupidity directly I probably would have back when it was actually news? Who doesn't know that every staffer and feature PC on every Elsa MU is Elsa? Are you too embarrassed to admit that you were stupid enough to believe that Elsa staffers weren't Elsa alts? Who the fuck else would ever staff for Elsa? Fucktard.
Anyway, off your shameless self-promotion Tempest
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OKAY. My thread has been completely side tracked, derailed and set on fire....