Realm Item Clutter / Multi-grab

Started by ZLemur, January 26, 2006, 02:31:22 AM

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Did a quick search or two and didn't see this addressed, so here ya go:

I know in MMud they had trash rooms that you could use to destroy items, but that requires going somewhere. Would be cool to have a 'destroy' command. For example: 'destroy padded boots' 'The padded boots vanish in a puff of smoke'. Litter goes away (if people use it) and rooms won't have to fill up up crap.

Also would love to see support for picking up multiple items. "You see: 4 lantern, 5 padded boots, 4 copper farthings." 'get 2 lanter' "You take 2 lantern" "You see: 2 lantern, etc."

Helps for multiple potions and keys and such.
Quote from: DeathCow
Yes clearly I'm making a text porn.  Lesuire Suit Mud.

I thought about ways to go about this problem before and figured that the best way might be just to let any non-magical low quality item disintegrate if left on the ground for to long of a time. The period of time that it would take would depend on the items quality where the higher the quality was the longer it would last if left in out in the open.

I still like the destroy command though it would be cruel to do that to someone?s death pile after you drop them the second time, one item at a time if you know what I mean. :) However, I think some items should be indestructible if this goes in though.

I?m all for quantity grabbers, I already asked if this could be done with the buy/sell commands. It would be nice to be able to drop in quantity too.

TCA

Agreed. Perhaps put an ownership timer on items. When the owner dies and the item drops, the timer begins. When the timer expires, the item becomes 'owned' by whoever is holding it. It can then be worn/destroyed. If you 'give <item>' the timer could be set at 1 or 2 seconds so the new ownership takes place in a reasonable amount of time. If the timer expires while on the ground, the 'decay' delay you mentioned could start. Of course, the 'ownership' timer should only be on certain 'rare' items or items of some brand of quality. Perhaps a flag on generic items or a flag on high quality items (whichever group is smaller) could be used.


See what I'm getting at?
Quote from: DeathCow
Yes clearly I'm making a text porn.  Lesuire Suit Mud.

It took me a little while to get the ownership flag but I got it.

I think if you are able to pick up an item, you should be able to use it no matter how soon after it hit the ground. However, I think maybe just for the destroy command that would be a good idea to keep the whiners from complaining too much but maybe I?m just being a little to soft.

TCA

Item's can't poof on their own...with out very specific rules.


item seens rules..and they will have to have them.  In greatermud there will be no cleanup..    so will will need ideas for things like this...I could post my thoughts..but what do you think...


I prefer to not manipulate others with my ideas.

I was assuming that there would be a rule set involved to make it poof.

Personaly, I think you should post your thoughts on it.

TCA

How about setting up wishing wells...toss in some items and get something back once in awhile...or even have it pop up little message (hee...the gods are pleased with your sacrifice). I'll buy the first one to get that reference a shot...unless I never see you...or I forget.

Anyway, it's an easy way to ditch items and it could be semi-amusing at the same time.

And 'get all' should be a command.
"...There was always a minority afraid of something, and a great majority afraid of the dark, afraid of the future, afraid of the past, afraid of the present, afraid of themselves and shadows of themselves..." --Ray Bradbury, The Martian Chronicles

The only problem I have with the wishing well idea is that it's a static item. If it's put in WITH a 'destroy' or 'junk' command, I love it. Just not as the sole way to remove items.

DC: Cough up your ideas. I always always enjoy reading them.
Quote from: DeathCow
Yes clearly I'm making a text porn.  Lesuire Suit Mud.

I thought I also typed "destroy <item>" should be a command.

I'm losing my mind...

Edit: I also thought I closed the quotations...le sigh.
"...There was always a minority afraid of something, and a great majority afraid of the dark, afraid of the future, afraid of the past, afraid of the present, afraid of themselves and shadows of themselves..." --Ray Bradbury, The Martian Chronicles

Quote from: Valentine on January 26, 2006, 06:02:01 PM
How about setting up wishing wells...toss in some items and get something back once in awhile...or even have it pop up little message (hee...the gods are pleased with your sacrifice). I'll buy the first one to get that reference a shot...unless I never see you...or I forget.

Anyway, it's an easy way to ditch items and it could be semi-amusing at the same time.

And 'get all' should be a command.

I know that reference, but I couldn't say where from.

I always wondered what the quality flag was for on some MMUD items. Maybe there can be a flag on some items so that they can't be destroyed via a destroy command, but ones without the flag can be. The items can still be flushed/recycled/dropped down a wishing well regardless of the flag, though. That would make it possible to eliminate clutter.

An NPC in each town area that wanders around picking up non-hidden, non-cash items lying on the ground and destroying them is also a possibility. I think Diku and/or Circle had something like that.

I think the recycle rooms should be turned into pawnshops that will stock any item above some determined value. Any item below that value just poofs.

We talked briefly about having npcs collect stuff I think it?s a great idea but I think they should sell the items when they get near a shop.

I like the wishing well thing too.

TCA

Ok the game when we begin will be a little odd.  We don't have a cleanup, as far as I know.   So items are gonna need to do something. 

Ok so here is how majormud works.  Items in a room are stored in the room database.  Each room has space for um 17 unique items. Which is a good thing cause you don't need rooms with like 800 items being displayed everytime someone walks in. 

Ok anyway back to the the game.  Items drop from monster go to the visible items section, then at cleanup items move from the visible items section over to the hidden.  (Of course there are a few exceptions..like when an Item is in the Sign catagory, and I guess visible is suppose to do something, but whatever)  Now ideally we'll need to mimic this somehow.  Now I suppose what will need to happen is that items in rooms will need a dynamic field.  The items in the room database are stored as Room Number, Quanity, And # Used.  So if in the database there was a 4th field that field would need to update dynamically.  So lets say like once per hour any item placed in a room will have the last field update by 1.  At 24 hours the item then would move from the visible field to the hidden field.

No the problem with items poofing on there own, we'd need rules for which items would poof and which items wouldn't. 

For example in majormud every item that is tagged as delete@maint deletes during cleanup.  There is some other bizzare thing they do based on the items worth in gold..Its odd cause items are like worth 10000000 copper. They'd be worth 10 runic, 0 platinum, 0 gold, 0 silver, 0 copper.    Well either way I dont knpow exactly how it works..but its all fuckered up.  But we could use something similar. 

It would seem like the monetary value of an item would be a good choice, although really I don't see why i couldnt just flag every item that would delete on its own. That wouldnt be such a big deal.

So yeah, basically I'd need to make a flag, and if the item had that flag then it would delete when the item in the hidden room item field was equal to the value of the delete ability.  So the ability would be like deletes@ and when the hourly item of the value was equal or greater than the value of the ability.  Or whoo ha...that would pretty much cover everything.

That way its item dependant.  Which is a good thing.  And also not everything will delete this way.

Thanks, cow!
Quote from: DeathCow
Yes clearly I'm making a text porn.  Lesuire Suit Mud.

Ok that sounds fair DC but I kind of like having items being more dynamic in their properties. People don?t always remember to set things correctly so I kind of like the hands free approach where the game engine by default has some idea what to do with the items. Then have secondary flags to stop it from following the rules if needed. Little more detail on what I was thinking

Every item has a magic level and a quality level. So we make rules that equate to time based on these to item properties. Similarly to what you were saying there would need to be a dynamic list of items, one of the fields in this list would be for a decay counter this field would start counting up each hour from the time the item hits the ground. The other field would be for the decay amount. When the items decay counter is greater than or equal to the items decay amount the item would be removed from the game. There are some neat things you could do with this system though like allowing people to set rooms at a higher decay rate so an item would delete quicker in say maybe a swamp.

Example Properties:

Quality: Base decay time
1: 12 hours
2: 24 hours
3: 36 hours
4: 48 hours
5: 60 hours
6: Non-Poofable

I took into consideration the destroy command on the next section.

Magic: Decay modifier
0: modifier x0
1: modifier x2
2: modifier x3
3: modifier x4
4: Non-poofable
5: Non-poofable, non-destroy-able
6: Non-poofable, non-destroy-able

Now each item when dropped would set the rules for its deletion from those two fields. Since people like to be, able to break rules sometimes we also would need flags in place to do that, I would supect that would be a nodelete flag and a nodestroy flag.

I took in to consideration that some items should be automatically have some permanency based on their high quality so any item that is quality 6 or magic 4 or greater will not automatically delete.

Additionally there should also be a room flag that can tell a room to not add to the decay time.

TCA

Well honestly I have no intention of allowing characters to simply destroy items.  Yes it has a reasonable fuction, but its also something that would be used in 'bad' ways.  I don't want to make it that simple to shit on another player.  So I can't allow that command.

The quality ability wont be used unless it has a purpose...Either way I'm going to try to not multitask abilities.  Cause thats messy, and can lead to confusion.  Sure there might be times when I make a bad value for the deletes@ ability, BUT that shouldn't happen.  I don't wanna start planning for my future failures quite yet.  I'm gonna assume that if there is a known bug I can fix that within hours..rather than it taking me months to move my chair back tot he corrrect spot so I can get back to work.