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<H1>[MUD-Dev] Re: MUD Design doc (long)</H1>
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<LI><em>To</em>: Mud Dev Mailing list &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: [MUD-Dev] Re: MUD Design doc (long)</LI>
<LI><em>From</em>: Marian Griffith &lt;<A HREF="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</A>&gt;</LI>
<LI><em>Date</em>: Wed, 6 Jan 1999 21:02:42 +0000 (GMT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Sat 02 Jan, Emil Eifrem wrote:
&gt; At 08:48 PM 1/2/99 , Travis Casey wrote:

&gt; &gt;[Emil Eifrem:]

For the most part this post touches at things that are just a little
too deep for me but there is one thing I would like to add.

&gt; Our world scripting language is designed specifically for non-geeks. We
&gt; don't discourage geeks from building, but we're actively looking for
&gt; creative arts people and the like and they tend to be afraid of stuff like
&gt; 'if player.mana &gt; 0 &amp;&amp; player.hp &gt; 0 then player.print("blah") fi'. So in
&gt; general, our scripting syntax largely avoids symbols in favor for words.

I am not sure if non-geek is a compliment or an (unintentional) insult.

&gt; For example

&gt; player.hp = 3;
&gt; player.out.print("blah");

&gt; would be written

&gt; set the hp of player to 3   ! or: set player's hp to 3
&gt; print "blah" to player's output

If I may be so bold to suggest something here.
If you go this far then consider going all the way  and try to get
rid of not only the obscure syntax but also of the numbers. I have
tried a couple of areas but I tend to shy away from doing monsters
and bits of equipment because all those numbers intimidate me. For
the most part I have no idea what everything means and what number
makes sense or rather is ludicrous in a given situation.
In your example I have to guess what hp means  (I am not stupid so
I can safely assume it means hitpoint) and if 3 is a good or a bad
value. Being one of those creative arts people you mentioned (I am
an architect :) I can assure you that getting the numbers right is
something best left to somebody who knows what they mean.  I could
find out if I spent enough time and effort at it of course  but it
is hardly my interest.  I think merc muds had it so  that they did
not have any numbers. The value of something was determined by the
level of the monster that carried it. A high level monster had the
good gear,  and the same weapon  carried by the bunny in the arena
was going to be well, not good.

Marian
-- 
Yes - at last - You. I Choose you. Out of all the world,
out of all the seeking, I have found you, young sister of
my heart! You are mine and I am yours - and never again
will there be loneliness ...

Rolan Choosing Talia,
Arrows of the Queen, by Mercedes Lackey



</PRE>

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<LI><STRONG><A NAME="00022" HREF="msg00022.html">[MUD-Dev] Re: MUD Design doc (long)</A></STRONG>
<UL><LI><EM>From:</EM> Emil Eifrem &lt;emil#prophecy,lu&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: MUD Design doc (long)</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00018" HREF="msg00018.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Emil Eifrem <a href="mailto:emil#prophecy,lu">emil#prophecy,lu</a>, Sat 02 Jan 1999, 11:26 GMT
<UL>
<LI><strong><A NAME="00020" HREF="msg00020.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Sat 02 Jan 1999, 19:49 GMT
<UL>
<LI><strong><A NAME="00022" HREF="msg00022.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Emil Eifrem <a href="mailto:emil#prophecy,lu">emil#prophecy,lu</a>, Sat 02 Jan 1999, 21:16 GMT
<UL>
<LI><strong><A NAME="00035" HREF="msg00035.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Mon 04 Jan 1999, 18:57 GMT
</LI>
<LI><strong><A NAME="00065" HREF="msg00065.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Wed 06 Jan 1999, 20:54 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
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</ul>
</ul>
<LI><strong><A NAME="00025" HREF="msg00025.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sun 03 Jan 1999, 17:12 GMT
<UL>
<LI><strong><A NAME="00029" HREF="msg00029.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Emil Eifrem <a href="mailto:emil#prophecy,lu">emil#prophecy,lu</a>, Mon 04 Jan 1999, 01:45 GMT
<UL>
<LI><strong><A NAME="00092" HREF="msg00092.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Fri 08 Jan 1999, 20:16 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00030" HREF="msg00030.html">[MUD-Dev] Re: MUD Design doc (long)</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Mon 04 Jan 1999, 04:09 GMT
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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