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DIL - Identify #38
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As an active character in the Arctic MUD....we have two types and two levels of Identify. Type 1: Identify a characters Stats; effectively getting their score. This score is a time-stamp and is only the base stats (unmodified values) Level 1: Basic Stats...mostly the meta-data of the Item (Material, Weight, Cost, Keywords, Weapon Class, Weapon Damage) BUT no unique data (such as Affects, Effects or Immunities) As a former MUD admin/dev....we would see all Object statistics but Players would only be able to view the "Advanced" stats at best. In some cases, we attached custom actions to the item to achieve specific room, area, world effects; yes we had one item that had a world effect....nothing like an Armageddon Blade being dropped...a lot of characters (NPC/PC) auto-magically dropped into the prone position, regardless of flight condition ;) |
We also have a special extra for textual descriptions.
I think it is $identify and $improved identify. They show a text version if
one was made by the zone creator.
Try to check the DIL code out, it's quite simple and easily modifiable if
you want to dig in.
…On Tue, Dec 8, 2020, 16:27 John Wood ***@***.***> wrote:
As an active character in the Arctic MUD....we have two types and two
levels of Identify.
Type #1 <#1>: Identify a
characters Stats; effectively getting their score. This score is a
time-stamp and is only the base stats (unmodified values)
Type #2 <#2>: Gear Stats;
this is the most used type of Identify in the game. With this type, there
are two levels of Identify.
Level #1 <#1>: Basic
Stats...mostly the meta-data of the Item (Material, Weight, Cost, Keywords,
Weapon Class, Weapon Damage) BUT no unique data (such as Affects, Effects
or Immunities)
Level #2 <#2>: Advanced
Stats....this will most everything a player will want to know about. Does
exclude System parameters and hidden effects (such as Weapon causes wearer
confusion)
As a former MUD admin/dev....we would see all Object statistics but
Players would only be able to view the "Advanced" stats at best. In some
cases, we attached custom actions to the item to achieve specific room,
area, world effects; yes we had one item that had a world effect....nothing
like an Armageddon Blade being dropped...a lot of characters (NPC/PC)
auto-magically dropped into the prone position, regardless of flight
condition ;)
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Love this idea, I would definitely support improving the identify spell dil to reflect some data on the object, rather than just the extras as Michael mentioned. I do think since there are 30 years of objects with the extras that we should maintain their display, and add data based on which version of the spell is cast. Targeting players also could be interesting, and doesnt exist today. Happy to support the work from a player perspective if you would like to dig in @Goldbishop |
So for example, the way it works now, for a shield, is: You learn the rough craftmanship (bonus) and magical modifier (bonus) If level 2 is cast, you learn the precise bonuses |
Identify and imp id should both pull live data from the object (affect especially). When doing olq adjustments as rewards or whatever, no one updates the extras for Id/ImpId so having it be dynamic makes the most sense. |
identify robe seems to have boring result. (check item types)
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