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Author Topic: mobscore  (Read 3926 times)
master
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« on: August 27, 2006, 10:21:42 am »

How to check when one group cleared area?
1.'where' mob (i will use draconian in text)
Useful but not accurate, it gives information if there is more than one draconian, but not how much. If there are 2-3 of them still, you have to use this command more times than one.
2. Personal client scripts self made by players. For example, if i know there are 20 draconians in the area, i can make counter that decrements after each message 'draconian is DEAD!' and when counter is zero, trigger will send message 'you have cleared area from draconians'. This is better but needs some basic knowledge and reborn can mess up with counter, making it inaccurate.
3. And this is idea: A little program could work better if it is possible to include reborn time inside mud engine itself.
This is one way it could work. Player has ability to fill in lets say 3 variables maximum with names of mobs he is going to kill. For example, mob1 'draconian' 20, mob2 'noggo' 1, mob 3 <empty for this area>. Lets say that there is 20 draconians in this area. The player himself enters this number of such mobs, so he will eventually know this number after some time. Now program sets counter to 20 and for every kill of draconian in this area it decreases for one.The variable 'Noggo' is set to 1. When both vars have reached zero, the message to player is sent 'You have cleared area'. When it is reborn, counter should  just be reseted to 20 again and that solves problem with reborn.
Additionally, this program could allow player to check the number of mobs that are still alive, for example if i killed 8 draconians and type 'mobscore' i should get message
draconians 12
Noggo          1
or if i killed 18 draconians and Noggo message would be
draconians   2
Noggo          0
It is interesting to notice that if there are two groups in the same area, such program still works well. After each message 'draconian is DEAD' if ther is unique counter for variable 'draconian', it decreases its value for both groups and 'mobscore' will show the real number of draconians to both groups. Though, making unique counter for draconians is making problem when two groups are killing draconians in different areas, so each kill of draconian in another area would decrease number of draconians in counter.So, somehow there should be unique counter for one area, area specific counter but not for the whole mud. I dont have idea how to make it area specific though. But those are finesses.
« Last Edit: August 27, 2006, 10:31:49 am by master » Logged
Nuitari
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« Reply #1 on: August 28, 2006, 01:40:12 am »

I think it also should notify you, when you're waiting outside of the area for repop, and ideally - walk you through the area, so you shouldn't bother yourself with finding foul wandering pieces of exp.

Scripting is okay, it requires time and brain activity, and thus constitutes a valid simulation of real-life thinking and experience gain. But automating such things, so players can relax and just repeatedly tap 'kill', 'kill', 'kill' with their toe, while sipping on a glass of champagne.. it's a NO  Smiley  (not to say that it's completely out of character. Um.. yes.. 'who' and 'where' are ooc too, but it would be too hard without them Smiley )

The idea of exping in any exp-based game environment is putting value into otherwise completely virtual character by spending your real time and effort. This time and effort can be spent on writing complex scripts, or on doing everything manually, it doesn't matter which way you choose.

For example, years ago, when I played Solace by myself, I wrote an auto-exping script, which progressed your character from first till eight rank in the Glades. It rolled, saced crap, bought food and drink, ate, drank, sought mobs, fought, fled, recalled, slept.. everything - you only had to choose class/race and press a button. But I spent hours to write and test it.
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master
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« Reply #2 on: August 28, 2006, 11:56:16 am »

walk you through the area, so you shouldn't bother yourself with finding foul wandering pieces of exp.

*giggle*
Ok
though, it is not so ooc because it is ok to expect from person  to be able to remember how much draconians he killed during some time (especially if you are minotaur - your victories increase your glory and should be remembered, hehe)
I thought it would be a bit help for players who grow, though it would demand lots of work but gain would not be so big, indeed; which is not good for imms who are already overloaded with jobs, true, hehe.
Anyway, the world will not collapse without it...  ...  ... wait, what's that noise... ooh, the hills are exploding bringing out tons of hot lava and torential rain starts flooding the land around me! I must run! It is all your fault! ... I told you! See what have you done?? Smiley
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