| <<O>> Difference Topic ConcealedObjects (r1.14 - 15 Mar 2005 - LuCid) |
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Without having read all that, could this module work by simply going invis to the room and creating a delay in combat reaction from the target while you prepare a sneak attack? Delay would cancel out an aggro attack, but mostly because you're invisible to the target. Delay can best be used to sneak past target(s) or escape further combat. Setting items in inv to concealed would be really cool. I don't think the spell should wear off if a thief does this to their items. Although, perception bonus might be able to see through the concealment. So, yeah. Lots of questions in there. Please fill me in. -- LuCid - 15 Mar 2005 |
| <<O>> Difference Topic ConcealedObjects (r1.13 - 17 Nov 2004 - PumaN) |
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+++ This is an idea I stuck on the bboard, I am guessing this was already thought of when breaking down the faith commands, but here it goes if its not already out there. Two commands that could be implemented for fa.pr.bl and fa.pr.cu Bless (living target) - The blessed target gets an hp regen, for a certain amount of time til the blessing is over. I would assume the amount of heal per tick(s) would depend on the casters skill level. Curse (living target) - Much alike acrilious's curse, the target that is cursed loses hp for a certain amount of time, until the curse is lifted. Once again, damage dependant on the casters skills. I suppose that the same type of thing could be done for items (ie cursing gear makes it hurt player when worn, and blessing items makes it like rose gear, both also with a certain amount of time before spell lifts). -TuKaN |
| <<O>> Difference Topic ConcealedObjects (r1.12 - 16 Nov 2004 - TuKaN) |
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+++ This is an idea I stuck on the bboard, I am guessing this was already thought of when breaking down the faith commands, but here it goes if its not already out there. Two commands that could be implemented for fa.pr.bl and fa.pr.cu Bless (living target) - The blessed target gets an hp regen, for a certain amount of time til the blessing is over. I would assume the amount of heal per tick(s) would depend on the casters skill level. Curse (living target) - Much alike acrilious's curse, the target that is cursed loses hp for a certain amount of time, until the curse is lifted. Once again, damage dependant on the casters skills. I suppose that the same type of thing could be done for items (ie cursing gear makes it hurt player when worn, and blessing items makes it like rose gear, both also with a certain amount of time before spell lifts). -TuKaN |
| <<O>> Difference Topic ConcealedObjects (r1.11 - 26 Oct 2004 - ProdigY) |
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| <<O>> Difference Topic ConcealedObjects (r1.10 - 19 Oct 2004 - FreD) |
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This partly relates to this; It should be possible to sheath and draw your weapon. For combat this has the effect of suprise. It would be much less suspicous to flank an enemy with a sheathed sword. Then when you are close enough draw it and charge. Also creates an intresting point with police. Highleveled players with drawn weapons should definately scare people away. |
| <<O>> Difference Topic ConcealedObjects (r1.9 - 04 Jul 2004 - FantoM) |
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| <<O>> Difference Topic ConcealedObjects (r1.8 - 02 Jul 2004 - PumaN) |
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| > > | See also: VagueDescriptions, maybe these should be combined? -- PumaN - 02 Jul 2004 |
| <<O>> Difference Topic ConcealedObjects (r1.7 - 01 Jul 2004 - FantoM) |
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| < < | .... TODO: Discuss the generation/queuing/delivery of messages via m_messages and how they have to be altered to handle this scheme - aim to pick up things like the varying level of knowledge of reagents at the same time. |
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Most (some? a few?) messages are generated these days using the m_messages module which specifies that for an object to generate a message you call something like:
object_generating_message->sometypeof_message("message_text", objects_involved)
There are a few variants but essentially the underlying system gets given a "message issuer", a "message" and a set of objects involved (one of which may be the target of the message).
TODO: currently up to here. |
| <<O>> Difference Topic ConcealedObjects (r1.6 - 23 Jun 2004 - FantoM) |
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| < < | Lets presume for now that an object has a level of concealment from 0 to 100. 0 being "no attempt to conceal", 1 being "concealed as badly as possible", 100 being "concealed as well as is possible". |
| > > | Lets presume for now that an object has a level of concealment from 0 to 100. 0 being "no attempt to conceal", 1 being "concealed as badly as possible", 100 being "concealed as well as is possible". A value of 1 for concealment is presumed as "appears concealed to everyone but is not hidden from anyone", IE for everyone the item will show as "item (concealed/hidden)" when doing a look and will never be unnoticable. |
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A player should not be given any indication of how well they, or an item they hide, is hidden. To facilitate this the hide/conceal commands should always set the level of concealment to at least 1.
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| > > | A player should not be given any indication of how well they are hidding. The conceal command may provide limited feadback "You tuck the elephant away, obscuring it a little from view / you hide the pebble completely from view". When performing a look the items will always appear as concealed - thus the hide and conceal commands should always set the level of concealment to at least 1. In addition those commands should also add the issuer to the list of "can see" for the object. After hiding/concealing there should be no way for a player to determine the effectiveness without asking other players. IE if they conceal 2 objects with levels (1 and 100). They will show as "object1 (concealed), object2 (concealed)". |
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| <<O>> Difference Topic ConcealedObjects (r1.5 - 22 Jun 2004 - PumaN) |
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| <<O>> Difference Topic ConcealedObjects (r1.4 - 22 Jun 2004 - ProdigY) |
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| <<O>> Difference Topic ConcealedObjects (r1.3 - 22 Jun 2004 - FantoM) |
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| > > | TODO: Discuss the generation/queuing/delivery of messages via m_messages and how they have to be altered to handle this scheme - aim to pick up things like the varying level of knowledge of reagents at the same time. |
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| <<O>> Difference Topic ConcealedObjects (r1.2 - 22 Jun 2004 - ProdigY) |
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| <<O>> Difference Topic ConcealedObjects (r1.1 - 21 Jun 2004 - FantoM) |
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%META:TOPICINFO{author="FantoM" date="1087821900" format="1.0" version="1.1"}%
%META:TOPICPARENT{name="WebHome"}%
NB. For this topic the word "player" encompases player characters and non-player-characters.
OverviewCurrently the game has 2 states "visible" and "invisible". Invisible things are completely invisible and, in theory at least, unable to ever be seen or directly interacted with by a normal player. Total invisibity is worth retaining as there will always be objects we need to create to perform tasks which the user should never see. For example shadow objects. There exists a need for the ability to conceal an object. Concealing an object involves hiding it with some level of skill from those that might otherwise have seen it. At this time I am not interested in getting into a discussion of where something is concealed (IE Up my jumper or behind a bush). Let us presume that wherever you happen to be standing in the mud world there exists something you can use to conceal yourself or an item in question. Primary things for concealment are of course players, npcs and the things they carry. Concealing an object does not guarantee that it will not be seen by other players. A concealed item would be concealed with a level of skill and someone stands to notice that object based on their perception. The level of concealment of an object will not change over time - IE once concealed and until either unconcealed (or possibly re-concealed) it retains the same level of concealment. Lets presume for now that an object has a level of concealment from 0 to 100. 0 being "no attempt to conceal", 1 being "concealed as badly as possible", 100 being "concealed as well as is possible". Lets presume that there exist 2 commands.
DesignDuring phase 1 we shall not implement level 2 concealment.m_concealable.cProvides the support for an item to be concealed. Provides the getter/setter for the level of concealment Every concealed object is aware of the list of players that can and can't see it. This is done by maintaining a list of those players that can see it. This list is maintained by tracking the arrival of players into the environment of the concealed object and giving them a chance to notice the object at the time of arrival. Concealed objects also need to track departure of players and upon departure those players should be removed from the "can see" list. There needs to be methods for adding and removing players from the "can see" list as well as a method for clearing the list - which will be used when a concealed item is first concealed or moves into a new environment. A method get_can_see( object player ) or similiar (there is somethign like this already in existence) will be provided. This will return true if the player is in the "can see" list. To support level 2 concealment we should consider thus returning an int of 0/1/2 (define these in a #include somewhere).hide commandtodo: how it worksconceal commandtodo: how it workslook commandtodo: how it workslook at commandtodo: how it worksmovementremaining invis while moving. "sneak east" vs "sneak mode on"+"east"commands that remove concealment at the starteg say todo: how it workscommands that remove concealment part way througheg backstab todo: how it workscommands that don't remove concealmenteg inv todo: how it worksCoding
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| Topic ConcealedObjects . { View | Diffs | r1.14 | > | r1.13 | > | r1.12 | More } |
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Revision r1.1 - 21 Jun 2004 - 12:45 GMT - FantoM Revision r1.14 - 15 Mar 2005 - 06:47 GMT - LuCid |
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