<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Modeling spells/skills as collections of affects --> <!--X-From-R13: Eunja Vnycraal <znynpunvNvanzr.pbz> --> <!--X-Date: Tue, 09 Sep 1997 21:06:32 +0000 --> <!--X-Message-Id: Pine.SUN.3.96.970909164324.2633B-100000@sun38 --> <!--X-Content-Type: text/plain --> <!--X-Reference: Pine.OSF.3.96.970905163356.4223B-100000#saul4,u.washington.edu --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Modeling spells/skills as collections of affect</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:malachai#iname,com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg01169.html">Previous</a> | <a href="msg01171.html">Next</a> ] Thread: [ <a href="msg01131.html">Previous</a> | <a href="msg01194.html">Next</a> ] Index: [ <A HREF="author.html#01170">Author</A> | <A HREF="#01170">Date</A> | <A HREF="thread.html#01170">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Modeling spells/skills as collections of affects</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI> <LI><em>Subject</em>: Re: [MUD-Dev] Modeling spells/skills as collections of affects</LI> <LI><em>From</em>: Shawn Halpenny <<A HREF="mailto:malachai#iname,com">malachai#iname,com</A>></LI> <LI><em>Date</em>: Tue, 9 Sep 1997 17:06:10 -0400 (EDT)</LI> <LI><em>Reply-To</em>: Shawn Halpenny <<A HREF="mailto:malachai#iname,com">malachai#iname,com</A>></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On Sat, 6 Sep 1997, Dan Shiovitz wrote: [ affects, Affects, snoops & watchers with priorities ] [ wearing always-hit shoes and miss-10% belt ] > I'm not quite clear on why spoofs are a good idea, though. It seems like > replacing the entire object just to modify its hitroll (or whatever) is a > bit excessive; can't you just have a list of affects on the object and ask > each of them if they modify its hitroll, and have queries about the > object's hitroll receive a consolidation of all that information? That's the somewhat like the I'm examining. Affects are objects that are attached to the object they modify. When that object processes a command, it pokes each modifier attached to it, allowing it to change the attributes used by the command by some amount (and optionally output a message and optionally do pretty much anything else it wants to). I gather that it's very similar in that respect to a spoof. Instead of priorities, I'm considering using the time at which the modifier was attached to the object. Each modifier will be processed in order of newest to oldest, implying that the newest modifiers are the "strongest" since their effects have had less time to degrade. Every modifier gets called. The drawback, of course, is that (using an example above), you can affect how your attributes are modified depending on which order you put your shoes and belt on. I think every modifier needs to be called (since it allows some interesting and possibly useful effects--as below), but if you add priorities, someone has to establish what those are (which means a set of guidelines, or some base principles--ugh). * The post a wee bit ago about tying a rope to an object could be done something like this: - Bubba tries to move a rock, but find he can't get a grip on it (let's say that the rock determines his dex must be 20 to move the rock) Bubba ties some rope to the rock (the rope creates an I-have-a-rope-tied-to-me modifier and attaches it to the rock. There's also some virtual container or some such magic going on that associates the actual rope object with the rock as well so they move as one entity.) - Bubba pulls the rope and the rock moves (the rock receives a message to be moved (probably came from the rope) and queries its list of modifiers. Rock sees the rope modifier and calls a method on it that lowers the dex required by the action by 3 (and perhaps spews out a message fragment about being able to move the rock now that the rope is tied to it). Execution returns to the move rock method and the action succeeds since Bubba's dex was 17.) This lets you tie that rope to anything and pull it around. The rope doesn't have to know anything about what it's tied to as long as the verbs on that object can pass the required attributes to the rope modifier so they can be modified if necessary. -- Shawn Halpenny "You can't buy the necessities of life with cookies" - "Edward Scissorhands" </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="01194" HREF="msg01194.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong> <ul compact><li><em>From:</em> clawrenc#cup,hp.com</li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="01116" HREF="msg01116.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></STRONG> <UL><LI><EM>From:</EM> Dan Shiovitz <scythe#u,washington.edu></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg01169.html">Re: [MUD-Dev] MUD Design Fundamentals (Was: Looking for</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg01171.html">Re: [MUD-Dev] MUD Design Fundamentals (Was: Looking for</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01131.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg01194.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#01170"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#01170"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Re: [MUD-Dev] Modeling spells/skills as collections of affects</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="00931" HREF="msg00931.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>, Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Mon 01 Sep 1997, 03:17 GMT </LI> <LI><strong><A NAME="01101" HREF="msg01101.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 04 Sep 1997, 23:50 GMT <UL> <LI><strong><A NAME="01116" HREF="msg01116.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>, Dan Shiovitz <a href="mailto:scythe#u,washington.edu">scythe#u,washington.edu</a>, Fri 05 Sep 1997, 23:49 GMT <UL> <LI><strong><A NAME="01131" HREF="msg01131.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sat 06 Sep 1997, 16:25 GMT </LI> <LI><strong><A NAME="01170" HREF="msg01170.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>, Shawn Halpenny <a href="mailto:malachai#iname,com">malachai#iname,com</a>, Tue 09 Sep 1997, 21:06 GMT <UL> <LI><strong><A NAME="01194" HREF="msg01194.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 12 Sep 1997, 19:12 GMT </LI> </UL> </LI> <LI><strong><A NAME="01181" HREF="msg01181.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 11 Sep 1997, 21:37 GMT </LI> </UL> </LI> </UL> </LI> <LI><strong><A NAME="01047" HREF="msg01047.html">Modeling spells/skills as collections of affects</A></strong>, S001GMU <a href="mailto:S001GMU#nova,wright.edu">S001GMU#nova,wright.edu</a>, Wed 03 Sep 1997, 13:49 GMT <UL> <LI><strong><A NAME="01049" HREF="msg01049.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>, Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Wed 03 Sep 1997, 17:03 GMT </LI> </UL> </LI> </ul> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>