Things coming in the next update


  • retired

    I thought I'd start a list to keep organized.

    From me: [list]
  • * Project management system
    * Staff management system
    * Event queue-commands so that mobs, objs, and rooms can do timed commands
  • [/list] Everyone else (mainling looking at Nib) point a [u]concise [/u]list of what is coming here.
    This stuff will be kept in IMOTD on our test port (5900). Vizz, since you have your own testport, just keep your own changelog and only post stuff that's made it onto 5900 here.

  • registered

    ok, a concise list… __all subject to approval by syn…__ 4. A list of ifchecks, bringing the count from 66 to ***207***… with more to come in later updates. 7. A few new triggers to use: * REMOVE (Obj) * SAYTO (Mob/Obj) * PULLON/PUSHON/TURNON (Obj) 10. New ranged weapon types * Blowgun with darts, all ninjas have one… what about you? * Harpoons, which act like spears when wielded. 13. New room flags and sector types! Curtesy of Hrithma for suggesting them. 16. Two new spells! Not available to players for casting, however. 19. New portal flags! Like nosneak, to strip off sneak affects when entered. 22. New container flags! Like closelock to autolock when you close it. 25. New area who flags! Like Jungle and Swamp! 28. New script commands! Gdamage can do damage to the victim's group. Think splash damage! 31. New player commands * sayto * intone * Both use the SAYTO trigger. The second command could use a better name though. * A few fixes. * ??? * PROFIT!!! But Nibs, you call that an update? Well kids, there's more to come! Check out what is in store for you in the near future! 4. Entity resolution codes! Want to target the mount of your mob's opponent? What about targeting the weapon of someone? 7. Expressions! Do basic arithmetic computations with the ability to call ifchecks! 10. Variables! An upgrade from the archaic "$q" from ROM. You can store MORE than just a mob reference! 13. Token scripting! Yes, you will be able to put scripts on tokens.

  • retired

    Probably not the right forum for this, but you touched on this point above and i think it's high-time we made a decision on this as it's fundamental to the game. Unique entity identifiers, or UID's (yes yes - UEI's but UID is easier to say =p), provide a unique reference to an instance of an entity. On 7000, I've had to implement Area and Wilds UID's in order to be able to save references to entities over reboots and still be able to guarantee that when the game reloads, the same unique entity is being referenced. It strikes me that the logical extension of this is for objects and mobs, as in, UID 501 references the specific unique instance of a phoenix of vnum 9999 (an index remember, not an instance). This would have the added benefit of being able to find and reference any instance of anything anywhere in the game, including pfiles. Essentially a UID is an absolute identifier where a structure pointer is a relative (and more to the point, temporary) one. I wonder if we could reach an agreement as to how to handle these, given that a UID counter has to be loaded and saved when the game starts and shuts down, and incremented whenever a new UID is assigned to something. Right now I'm saving the UID counters to a file called area/gconfig.dat (i think). Scott (Vizz.)

  • retired

    Hey guys, I'm pretty sure that I was a little inebriated when I started this thread, but since it looks like me and nib will probably be the only ones contributing to the next update, I'm going to close it, and discuss upcoming things there. Sco, I'm almost certain either you or Nib has made a post about UIDs, so we can discuss those there. I'll leave this topic, just closed, in case it's needed for reference.

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