@the-sands
Consider the Nova Praxis reputation system. It's however aimed for a singular society and for Tabletop; you may want to identify some Social Circles to create separate Rep Circles for that interact with each-other. It's not perfect, but then, nothing is. But it could create an interesting dynamic you are looking for, regarding replacing the credit system with Networking / Reputation.
Posts made by Mercutio
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RE: Singularity: an Eclipse Phase Gameposted in Mildly Constructive
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RE: Coder for Sailormoon Gameposted in Adver-tis-ments
@misadventure
I agree. It's an example. It's still going to be better than anything designed randomly
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RE: Coder for Sailormoon Gameposted in Adver-tis-ments
I question your farther random looking stat system. Maybe look at BESM etc for something well defined.
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RE: Mysterious MUSH I Can't Rememberposted in A Shout in the Dark
@cupcake
It might have been. I came in on the end of the game's lifespan. -
RE: Mysterious MUSH I Can't Rememberposted in A Shout in the Dark
It vaguely sounds like The Ineffible Game. But there, people were chess pieces to the gods.
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RE: Information Storage Questionposted in MU Code
@Thenomain
Certainly. That's why I stated them. I'm fairly certain you do (though not 100% of course - I am never 100% certain of such things).P.S. God-damnit, MUX. Get your act together.
P.P.S. I used to actually do these: http://community.pennmush.org/node/924 -- in order to introduce problem concepts in PennMUSH and potential solutions. -
RE: Information Storage Questionposted in MU Code
@Thenomain
You can make use ofnlsearch()combined with an upper and lower bound to solve that. A bit of a pain in the rear.nattr()withxattr()for the attribute lists.But if you're storing such large amounts... SQL.
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RE: Information Storage Questionposted in MU Code
@Thenomain
Sounds like a good case for using@dolistinstead of one giant@pemit. -
RE: Information Storage Questionposted in MU Code
As a sidenote, it's really easy to set Penn to 16k. But it can't go above that. [Edit mushtype.h]
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RE: Information Storage Questionposted in MU Code
@Thenomain said in Information Storage Question:
@fo me=@edit object/test=$, [repeat(-,234234234)]
I wish. it has to do with the player's command length. So if I recall correctly, the only way you will get it is by copying the output of
[repeat(...)]and then saving that into an attribute. It generally just comes up if you try to store... for instance... poses. Or deal with bots. -
RE: Information Storage Questionposted in MU Code
For your consideration:
® obj=(?P<Text>.+?)|(?P<dbref>#\d+)\.(?P<desc>.+?)<(?P<int1>.+?)@(?P<int2>.+?)>(?P<int3>.+) th regedit(stuff,v(reg),r(dbref))Or:
regmatch(stuff,v(reg),text dbref desc int1 int2 int3) %q<int1>
However, I might recommend you don't store like that, if possible, and stick them into seperate attributes... or in SQL if you are going to store a lot of data. You've got roughly 2000 attributes to play with on for instance, Pennmush, per object.
Example:
object/stats`abilities`intelligenceIf you want to check what your max length is to stick into something:
th strlen(repeat(-,234234234))Note however, that max command length is lower than that. Half, in fact, for PennMUSH.
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RE: Finish to Start Dependency - Something like @wait/wait()? (Tiny)posted in MU Code
As long as you remain within the functions, or command-lists, it should be fine.
It's when your command lists start containing the following specific commands: (@dolist, @wait, @trigger, are the ones I can think of)@emit a; @dolist b c d=@emit ##; @emit e;That you'll get stuff like:
a e b c dThis is because of how command queues work. This gets resolved with doing stuff like:
@emit a; @dolist/notify b c d=@emit ##; @wait me=@emit e; -
RE: MU Flowchartposted in Mildly Constructive
@Thenomain said in MU Flowchart:
@Mercutio said in MU Flowchart:
And then you get to Regular Expressions, the ins-and-outs of Command-style vs Functional-style (and their hybrid conventions) and what the pros and cons are for both, inheritance, controls / permissions, SQL interactivity, and the true test... fold()
With luck, someone can go their entire Mu* code career without any of this but inheritance and some limited permissions, which is just a subset of "grab an attribute".
I would rather someone learn how to abstract repetitive code blocks via function calls. And the ins and outs of flags. And come to think of it, a competent coder should be prepared to be a halfway competent builder which means a basic understanding of the various object types and how they interact.
I agree that most likely folk won't know those, and probably don't need to know them. But there's that dangerous difference between 'knows how to grab an attribute with the right permission set' and 'sets all objects wizard so they don't need to deal with permissions'. (Or: 's() evaluates the attribute I just grabbed, totes safe, right?' aka 'enactor, what's that?')
Most of the others I mentioned is just mastery for when you want to master the system and maybe have some big coding plans in mind.
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RE: MU Flowchartposted in Mildly Constructive
And then you get to Regular Expressions, the ins-and-outs of Command-style vs Functional-style (and their hybrid conventions) and what the pros and cons are for both, inheritance, controls / permissions, SQL interactivity, and the true test... fold()
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RE: MU Flowchartposted in Mildly Constructive
@Ashen-Shugar
That'll get you the young'ins, but to get the really good coders, you'll have to also /really/ get them excited. And keep them excited through the project.Aka: Don't make them write the theme files, policy files, etc.
P.S. Also, good lord, getting a lot of upvotes for what basically was 'go to a site, download a file, upload it elsewhere', when Thenomain did all the work.
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RE: MU Flowchartposted in Mildly Constructive
@Thenomain
I just visited the website with AdBlock on (Chrome). Waited a while, page took a while to load, then right-click and save the image. Uploaded it to here. -
RE: MU and Data Organizationposted in Mildly Constructive
@surreality
The issue you quickly run into with that kind of system, is that duplicate topics come up quickly.
I have a similar system I am working on mainlining, that just ignores some of that heavily relies on Pueblo links for easier navigation. Navigation gets more difficult without that information - though a typed column could resolve that. But the UI design for that seems... well, not sure how I'd do that.(Graph Storage SQL enginge for duplication between say, wiki and MUSH, using the kind of graph-mapping we use to remember things)
Mind that this is an administration view, but just like you, I'd love to see that in actual use.
+entity/list Kingdom .======================[ Entity List for Type Kingdom ]======================. Outcasts The Eastal Free League The Ezzo Empire The Fourland Dukedom The Holy Empire Westelande The Ninetails Dominion '=================[ +entity Kingdom=<Item> | +entity/list ]==================' +entity Kingdom=The Eastal Free League .=========================[ The Eastal Free League ]=========================. A group of territories loosely aligned by treaties. Ruled by the nobility, Eastal ultimately places great value on freedom and democracy, but like any government, those in power wish to remain in power, and the nobility clings to its might indeed. Eastals primary Wave element is Wind, emphasizing its democratic spirit and dedication to the principles of freedom. Its Root Town is Fort Ouph, the Watchtower. Its color is Green. -------------[ Outgoing Entity Info for The Eastal Free League ]-------------- -------------[ Incoming Entity Info for The Eastal Free League ]-------------- ----------------[ The Eastal Free League is a subtopic of ^ ]----------------- Setting ----------------[ The Eastal Free League has as member(s) ^ ]----------------- Shirou Naotsugu Nyanta ----------------------[ The Eastal Free League owns ^ ]----------------------- Fort Ouph Ouph Port Akihabara '==========================[ +entity/list Kingdom ]==========================' +entity City=Ouph Port .===============================[ Ouph Port ]================================. One of The Eastal Free League's port cities. It has a magical elevator that grants access to Fort Ouph. --------------------[ Outgoing Entity Info for Ouph Port ]-------------------- -------------------------[ Ouph Port is owned by v ]-------------------------- The Eastal Free League --------------------[ Incoming Entity Info for Ouph Port ]-------------------- '===========================[ +entity/list City ]============================' -
RE: Potato and Codingposted in Code
@Lithium You may want to just inquire with Talvo/Mike on
M*U*S*H. -
RE: Getting Attributes with Roomformatposted in MU Code
@icanbeyourmuse
Get(), v(), or u() if you need it evaluated.
