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<H1>Re: [MUD-Dev]  Re: Issues from the digests and Wout's list</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]  Re: Issues from the digests and Wout's list</LI>
<LI><em>From</em>: <A HREF="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</A></LI>
<LI><em>Date</em>: Wed, 23 Apr 97 11:32:03 -0700</LI>
<LI><em>Reply-to</em>: <A HREF="mailto:claw#Null,Net">claw#Null,Net</A></LI>
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<PRE>
In &lt;<A HREF="msg00165.html">Pine.GSO.3.95q.970419122247.29623C-100000@uhunix2</A>&gt;, on 04/23/97 
   at 10:39 PM, Nathan Yospe &lt;yospe#hawaii,edu&gt; said:

&gt;On Thu, 17 Apr 1997 clawrenc#cup,hp.com wrote:

&gt;:In &lt;199704170238.CAA492348#out1,ibm.net&gt;, on 04/16/97 
&gt;:   at 10:51 AM, "Shawn Halpenny" &lt;rsh#dos,nortel.com&gt; said:

&gt;:&gt;On Apr 10,  6:57pm, clawrenc#cup,hp.com wrote:

&gt;:This gets really messy when the player is controlling multiple bodies
&gt;:simultaneously as you can get multiple stacked prompts for multiple
&gt;:bodies.

&gt;(for the purposes of discussion: I am controlling two characters,
&gt;FireBrand and Lissajous. FireBrand is in a secondary interface,
&gt;Lissajous is primary. I also have a piece of mmail I am doing in my
&gt;shell.)
&gt;
&gt;   &gt; :fire &gt;tell lissa Testing, testing...
&gt;  {FireBrand} You mutter into your comm. {/F} Your comm chirps, and
&gt;   FireBrand's voice says, "Testing, testing..."
&gt;  &gt; tell fire Testing.
&gt;  You mutter into your comm. {FireBrand} Your comm chirps, and
&gt;  Lissajous' voice says, "Testing." {/F}
&gt;  &gt; :messaging fire off
&gt;  {shell} Messages directed to FireBrand will no longer be broadcasted
&gt;  via shell. {/s}

My current handling (from memory):

  Bubba&gt; whoami
    (Bubba) Account: tester
      Active characters: Bernie, Boffo, Bubba.
      Bernie has one body: Bernie  // Bodies default to char. names
      Boffo has three bodies:  Marsh, Slug, Thwacker
      Bubba has one body: Bruce    // But don't have to
  Bubba&gt; who
    (Bubba) Active accounts:
      Aulder
      Charliehorse
      Klepto
      Tester
      Thisnthat
  Bubba&gt; l
    (Bruce) You see a long description
      of some place wherever.
  Bubba&gt; switch to boffo
  Boffo&gt; l
    (Marsh) You see a long description
      of some place wherever.
    (Slug) You see a long description
      of some place wherever.
    (Thwacker) You see a long description
      of some place wherever.
  Bubba&gt; bernie &lt; l
    (Bernie) You see a long description
      of some place wherever.  
  Bubba&gt; bernie &lt; get bag
    (Twacker) The troll smashes you over the head with his 
      club!  Ouch!
    (Bernie) Do you want the:
      1) Red bag
      2) Tattered paper bag
      3) Mouldy sack
      0) Cancel command
  Bernie&gt;&gt;                       // Auto prints the non current prompt
  Bubba&gt; thwacker &lt; fight troll  // because there's a filter there
    (Thwacker)  ...combat script stuff...
  Bernie&gt;&gt;
  Bubba&gt; bernie &lt; 2
    (Bernie) You take the paper bag.
  Bubba&gt; cd thwacker              // Also works
  Thwacker&gt; (do something nasty to troll)
    (Thwacker)...etc.

&lt;&lt;Been a long time since I've even looked at this stuff, I know I
forgot something, but I'm at work and the code is at home.  I'm reptty
sure I changed the "BodyID &lt; Command" syntax to something else, but I
don't remember what.&gt;&gt;

I don't encourage players to play multiple characters with multiple
bodies simultaneously due to the playability aspects and IO overhead,
but it can happen.  More typically I'd expect to see players playing a
single character with perhaps two or three bodies.  Most smart players
will always have at least two bodies per characters as death is
permanent and only occurs when all of a character's bodies die.

Note: This is also a big reason to play swarm/hive-type bodies.  They
are damned near immortal.

&gt;:The only solution there is to bind "drink" et all to the player
&gt;:objects (or something that all players always carry).  Drink then
&gt;:resolves on the player, and the verb then goies out looking for an
&gt;:object to satisfy.
&gt;:
&gt;:It can make for an expensive parser.

&gt;I have to admit, my parser can get pretty expensive, though
&gt;hardcoding helps a lot.

The real expense that I see is having the verb attempt to resolve its
own subjects and objects rather than having the up-front parsing do it
for you.

&gt;:&gt;&gt;&gt;6) Global mob AI.
&gt;:&gt;&gt;
&gt;:&gt;&gt; Ouch.  Like it.  Don't have an elegant solution yet.
&gt;:
&gt;:&gt;&lt;gurgle&gt;&lt;spastic-twitching&gt;
&gt;:
&gt;:I thought we warned you against playing with ducttape?  You really
&gt;:shouldn't get so wrapped up in your work.

&gt;*grin* He wasn't... he accidentaly cut the _red_ wire.

I thought we told him the green wire controlled the power shunt to the
ECT machine?

-- 
J C Lawrence                           Internet: claw#null,net
(Contractor)                           Internet: coder#ibm,net
---------------(*)               Internet: clawrenc#cup,hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...


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<li><strong><A NAME="00228" HREF="msg00228.html">Re: [MUD-Dev]  Re: Issues from the digests and Wout's list</A></strong>
<ul compact><li><em>From:</em> Shawn Halpenny &lt;malachai#iname,com&gt;</li></ul>
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<UL><LI><EM>From:</EM> Nathan Yospe &lt;yospe#hawaii,edu&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Re: Issues from the digests and Wout's list</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00699" HREF="msg00699.html">Re: [MUD-Dev]  Re: Issues from the digests and Wout's list</A></strong>, 
Miroslav Silovic <a href="mailto:silovic#srce,hr">silovic#srce,hr</a>, Fri 23 May 1997, 04:54 GMT
</LI>
</ul>
</ul>
<LI><strong><A NAME="00657" HREF="msg00657.html">Re: [MUD-Dev]  Re: Issues from the digests and Wout's list</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lut.ac.uk">K.L.Lo-94#student,lut.ac.uk</a>, Wed 21 May 1997, 19:29 GMT
</LI>
</ul>
</ul>
</ul>
</ul>
<LI><strong><A NAME="00164" HREF="msg00164.html">Re: Issues from the digests and Wout's list</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sun 20 Apr 1997, 05:15 GMT
</LI>
<LI><strong><A NAME="00165" HREF="msg00165.html">Re: Issues from the digests and Wout's list</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sun 20 Apr 1997, 05:41 GMT
<UL>
<LI><strong><A NAME="00209" HREF="msg00209.html">Re: [MUD-Dev]  Re: Issues from the digests and Wout's list</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 25 Apr 1997, 11:56 GMT
<UL>
<LI><strong><A NAME="00228" HREF="msg00228.html">Re: [MUD-Dev]  Re: Issues from the digests and Wout's list</A></strong>, 
Shawn Halpenny <a href="mailto:malachai#iname,com">malachai#iname,com</a>, Sat 26 Apr 1997, 02:50 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00172" HREF="msg00172.html">Re: Issues from the digests and Wout's list</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Mon 21 Apr 1997, 10:37 GMT
</LI>
<LI><strong><A NAME="00173" HREF="msg00173.html">Re: Issues from the digests and Wout's list</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Mon 21 Apr 1997, 12:24 GMT
</LI>
<LI><strong><A NAME="00174" HREF="msg00174.html">Re: Issues from the digests and Wout's list</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lut.ac.uk">K.L.Lo-94#student,lut.ac.uk</a>, Tue 22 Apr 1997, 01:34 GMT
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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