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<H1>Re: [MUD-Dev]  Describe Concept</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]  Describe Concept</LI>
<LI><em>From</em>: "Jon A. Lambert" &lt;<A HREF="mailto:Jon.A.Lambert#ix,netcom.com">Jon.A.Lambert#ix,netcom.com</A>&gt;</LI>
<LI><em>Date</em>: Tue, 3 Mar 1998 02:04:21 -5</LI>
<LI><em>Reply-to</em>: <A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</A></LI>
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<PRE>
On  1 Mar 98 at 14:13, Stephen Zepp wrote:

Gee I hope I did this right. :&gt;

&gt; DEFINITION:
&gt; module to describe an object to a player dynamically based on
&gt; features of the object, illumination, perception of the viewer, and
&gt; knowledge of the user, taking into acount actual features and any
&gt; "spoof", or disguised features.
&gt; 
&gt; features_type:
&gt; {
&gt;   string_array * format[MAX_ILLUM_LEVEL];
&gt;      /* X amount of char * format, allowing for different
&gt;      illumination levels.
&gt;        format[ILLUM_BRIGHT].msg = 
&gt;        "$n $d.#P $e, and $s.#-P #M $a $m.#-M #S"armourer $q #-S."
&gt;        etc., one format string for each illum level */
&gt;   feature_val base;
&gt;   feature_val encrusted;
&gt;   feature_val engraved;
&gt; };
&gt; 
&gt; feature_val is your storage method of values of various things
&gt; relating to the object:
&gt;   base : material, general obvious info like stained, damaged,
&gt;   broken, pointy,
&gt; etc.
&gt;   encrusted: things that are "attached" to the object...gems,
&gt;   wrappings, glued
&gt; on, whatever.
&gt;   engraved: sigils, runes, names, whatever might be written on an
&gt;   object.

/* Is there any real difference  between engraved and encrusted? */

&gt; format strings:
&gt;   how the info is presented for this object.  $ values are textual
&gt;   conversions
&gt; of feature_vals, and # values are character specific checks:
&gt;   $n name ( namespace or item class type if not named )
&gt;   $d general obvious description stuff
&gt;   $e encrusted descriptions
&gt;   $s sigils, engravings, runes
&gt;   $a magical auras
&gt;   $m other magical "spells" embedded in the object
&gt;   $q quality of the object
&gt; 
&gt;   #P check char perception
&gt;   #M check char magical sight
&gt;   #S check specific player skill named in next keyword
&gt;   #-&lt;X&gt; close specific check.

/* What about the other 4 senses:
   Taste, Smell, Hearing and Touch 
*/

/* perhaps an attribute to indicate containment of
objects.  Shouldn't containment require perception?
Obviously a treasure chest requires very little perception.
Yet a ring with a secret compartment may qualify
as a disguised feature.
*/

 
&gt; END DEFINITION
&gt; descriptions of objects.  Normally, stock descs will be used, but it
&gt; allows the olc to give specific prototypes for the complete
&gt; description text.
&gt;         $ vals work similar to Merc's act values, defining places
&gt;         within the
&gt; output string to redefine based on atm features of the object.
&gt;         feature_vals are dynamic, some able to be changed after
&gt;         object
&gt; creation, some not.

Yikes, I shouldn't be posting.  I don't know what a stock 
description or OLC is.  &lt;gurgle, splurgh&gt;
   
&gt; 
&gt;         I'm thinking that each way of observing an object ( scan,
&gt;         look, study )
&gt; gives different chances of penetrating disguises, and noting smaller
&gt; details.
&gt;         One major problem so far that I see is that once you know
&gt;         that Sting
&gt; has three emeralds and a ruby hidden in the hilt, you should always
&gt; be able to see them, and if someone points them out to you, you
&gt; should be able to see them even if your perception sucks ( well, not
&gt; _always_, but you get the idea).

Should perception be based solely on the object being perceived?  
I think a great deal of perception code/responsibilty(?) belongs to
the perceiver.  

Perhaps the perceiver sends a message to the object:

Me--&gt;Sting.look("and BTW I'm a drunken, one-eyed, deaf, heroin 
addict, with a fetish for bright colors and ladies clothing")  

Object--&gt;Me.Sting("There are a few valuable and beautiful jewels 
here glued to a metal object.  You'll be partying tonight!")

Or not...

--
--/*\ Jon A. Lambert - TychoMUD     Internet:jlsysinc#ix,netcom.com /*\--
--/*\ Mud Server Developer's Page &lt;<A  HREF="http://www.netcom.com/~jlsysinc">http://www.netcom.com/~jlsysinc</A>&gt; /*\--
--/*\   "Everything that deceives may be said to enchant" - Plato   /*\--

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<li><strong><A NAME="00794" HREF="msg00794.html">Re: [MUD-Dev] Describe Concept</A></strong>
<ul compact><li><em>From:</em> J C Lawrence &lt;claw#under,engr.sgi.com&gt;</li></ul>
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<UL><LI><EM>From:</EM> Stephen Zepp &lt;zoran#enid,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00670" HREF="msg00670.html">Tutorial: Let's build a Compiler! - Part XI: Lexical Scan Revisited</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Mon 02 Mar 1998, 21:38 GMT
<LI><strong><A NAME="00667" HREF="msg00667.html">Re: [MUD-Dev] Net protocols for MUDing</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Mon 02 Mar 1998, 09:35 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00803" HREF="msg00803.html">Re: [MUD-Dev] Net protocols for MUDing</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 21 Mar 1998, 02:29 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00661" HREF="msg00661.html">Describe Concept</A></strong>, 
Stephen Zepp <a href="mailto:zoran#enid,com">zoran#enid,com</a>, Sun 01 Mar 1998, 22:05 GMT
<UL>
<LI><strong><A NAME="00674" HREF="msg00674.html">Re: [MUD-Dev]  Describe Concept</A></strong>, 
Jon A. Lambert <a href="mailto:Jon.A.Lambert#ix,netcom.com">Jon.A.Lambert#ix,netcom.com</a>, Tue 03 Mar 1998, 07:01 GMT
<UL>
<LI><strong><A NAME="00794" HREF="msg00794.html">Re: [MUD-Dev] Describe Concept</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Fri 20 Mar 1998, 18:40 GMT
<UL>
<LI><strong><A NAME="00832" HREF="msg00832.html">Re: [MUD-Dev] Describe Concept</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Mon 23 Mar 1998, 00:07 GMT
<UL>
<LI><strong><A NAME="00842" HREF="msg00842.html">[MUD-Dev] Old code</A></strong>, 
Joel Dillon <a href="mailto:emily#cornholio,new.ox.ac.uk">emily#cornholio,new.ox.ac.uk</a>, Mon 23 Mar 1998, 14:38 GMT
<UL>
<LI><strong><A NAME="00844" HREF="msg00844.html">Re: [MUD-Dev] Old code</A></strong>, 
Michael Hohensee <a href="mailto:michael#sparta,mainstream.net">michael#sparta,mainstream.net</a>, Mon 23 Mar 1998, 16:19 GMT
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