World Of Naruto
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World of Naruto is based on the anime and manga Naruto created by Masashi Kishimoto. World of Naruto is a game that attempts to bring Masashi Kishimoto's universe to life. Every character in the series will appear in World of Naruto as a computer-controll
 
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Psyris




Posts : 23
Join date : 2010-02-27

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PostSubject: small ideas   small ideas EmptySun Feb 28, 2010 11:25 pm

It would be nice if we could see the stats on an object before we buy it in the shop.
A shop keeper would know his product.
maybe use the list command with an argument after it corresponding to the item in the shop list.

An ooc log would be nice, maybe log like the last 10 ooc messages.
Its kind of hard to see an ooc message or any for that matter during battles.

some sort of big finishing style move that you could customize the message, maybe charges up during loooong fights.

a command for cloaks would be neat so that you can draw it shut and people cant see all of your gear.
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Psyris




Posts : 23
Join date : 2010-02-27

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PostSubject: Re: small ideas   small ideas EmptySun Feb 28, 2010 11:30 pm

Also some areas with random encounters based on level would be cool.

and when i flee it would be nice if it told me which way i went
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Psyris




Posts : 23
Join date : 2010-02-27

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PostSubject: Re: small ideas   small ideas EmptyMon Mar 01, 2010 12:17 am

also, maybe before a copyover or code update, you could force everyone to save. I guess you imms have that power.
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Vasuka
Kage
Vasuka


Posts : 74
Join date : 2010-01-20

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PostSubject: Re: small ideas   small ideas EmptyMon Mar 01, 2010 9:22 am

Cant help with the first two since that is imm stuff but a for force saving before copy overs and boots, Imms always do so that players dont loose anything they earned before the copy over/boot.
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ichike
Immortal



Posts : 111
Join date : 2010-01-22

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PostSubject: Responses to ideas   small ideas EmptyTue Mar 02, 2010 12:21 am

RE: stats in the shop

It may be possible at some point to have a command (not sure what to call it - maybe price?) to see the stats in the shop before you buy it. I am not sure how to code it but I think it exists in some other MUDs so perhaps it is out there somewhere. If I find out how to do it, I will consider putting it in. I was also considering having an identifier mob, who you pay to identify equipment for you. Just the same, most things in shops are *GOOD* equipment, so you can generally rely on that.

RE: ooc log

It would be nice to have a list, of, say, the last 10 oocs (for any channel for that matter). In my old talker we had such a log but I can't remember how we did it (it was about 15 years ago now). Such things are easier said than done of course, but one day, if I stumble upon how to do it, I will surely put it in.

RE: finishing move with custom message?

We have quite a lot of finishing moves in the game (omote renge is but one of many, but probably the most powerful one). As for a custom message, how would that work? Would you customise the message before fights or each time you use it? I am not quite sure what the use of this would be.

RE: cloaking equipment

I am not sure how realistic or practical this is. Could you really cloak your equipment (simply by wearing a cloak, presumably)? This one wouldn't be all that hard to implement. Just put in something like if wearing a cloak then don't show anything. If a command, then just as easy. Nobody has suggested anything like this before, though, so I would suggest that it isn't really desired.

RE: random encounters based on level?

I guess that in theory this is possible. But the practicality of it, with 201 levels, is that we would have to have at least 201 mobs to choose from, probably with a bit of variety about 5 times that many. It couldn't be done with mob programs as it would just explode with complexity, so it would need to be done with code, and that in itself would be a huge headache. It would be cool, of course, but just the sheer enormity of the task would make it probably not worthwhile doing, not in the short-term at least.

On a related note, though, there was talk some time ago to make you fight your own mirror image in the Chuunin exams (after finishing the forest of death), for arena battles against yourself, complete with it doing all skills that you have. If we can get that running (and then do something similar perhaps for Tokubetsu and Jounin exams) then we will probably know what we are doing enough to consider a zone.

One thing at a time though. It is best not to take on ridiculously complex things. Better to do more simple versions of them first.

In saying that, this is far from a priority. There are many things which are more important to the MUD. Given how unbelievably complex it is, how much time it would take, and how little people would get out of it, it is not being considered, not in the short, medium or even long term. If things change, perhaps it might be, but I would rather do simple things that everyone likes rather than complex things that nobody much likes. That Ninja Casino thing took me ages and nobody much cares about that, so I don't want to repeat that mistake.

RE: copyover warning

Earlier today, I was trying to figure out what name to call it when you get bunshins to copy moves and I typed in "copy" to see if that was used. That did a copyover, by accident. Sorry about that. If you were on, then you would have seen that.

Other than that, it has always been policy to give warning, quite lengthy warnings, before doing a copyover. Some players, of course, are idling or basically ignoring OOC messages, and miss all of that.

*ALWAYS* before a copyover or reboot we do a force all save. There are no exceptions to this.

Of course, sometimes the game crashes. We have no control over this and can't warn people before it. This is a big worry and I am forever spending lengthy periods of time trying to get rid of them, but sadly it still crashes for some reason. Over the past month, we have averaged 1 crash per 4 days, which I don't think is all that common.
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Psyris




Posts : 23
Join date : 2010-02-27

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PostSubject: Re: small ideas   small ideas EmptyTue Mar 23, 2010 7:53 am

RE: random encounters based on level?

it was more a suggestion of level ranges, in areas like forests and the like and fits better with the next idea i have. The idea doesnt fit so well in places like towns and villages where you could see well what is there, but the wilderness is a bit harder to discern.

you could flag a room for random encounters.
when they enter that room, if they fail the check they enter a fight with a mob, based on the level of the area and the mobs in the area. so the fights arnt tailored for the player but just the area. and though its not being considered, im going to use this area to flesh out my ideas in the event i ever become part of the imm team.
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ichike
Immortal



Posts : 111
Join date : 2010-01-22

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PostSubject: Re: small ideas   small ideas EmptyTue Mar 23, 2010 7:55 am

RE RE: random encounters based on level

The issue isn't that it isn't a fun thing but rather that it'd be impossibly complicated to code.

For something so minor, the amount of time required is absurd and it is just not worth it for a one off.
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Psyris




Posts : 23
Join date : 2010-02-27

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PostSubject: Re: small ideas   small ideas EmptyTue Mar 23, 2010 8:22 am

this idea is more something that a creative builder would take on and im just throwing out there. A birds eye view world map could be made or just area maps, after so many room descriptions it gets repetitive so if anyone wants to try to spice things up use the following idea. agian this might not translate so well to use in a village or city.

for the room description, give the area a name and show the people in the room like usual. but instead of typing in a long description make an ANSI map.



^^^^^^^
^^^^^^^
^^^^^^^
^^^^^^^


mountains

~~~~~~~~
~~~~~~~~


@@@@@@
@@@@@@


* <-----thats you
trees and so on


as an example:

first room description would look like this.


^^^^^^^^^^^^^^^^^^

^*****************
^*****************
^*****************
^*****************
~~~~~~~~~@@@@@@@@@
~~~~~~~~~@@@@@@@@@
^^^^^^^^^@@@@@@@@@

and if you were going south the next room would look like this

^^^^^^^^^^^^^^^^^^

^*****************
^*****************
^*****************
^****************
~~~~*~~~~@@@@@@@@@
~~~~~~~~~@@@@@@@@@
^^^^^^^^^@@@@@@@@@
and so on


^^^^^^^^^^^^^^^^^^

^*****************
^*****************
^*****************
^*****************
~~~~~~~~~@@@@@@@@@
~~~~*~~~~@@@@@@@@@
^^^^^^^^^@@@@@@@@@



It needs some work, but if you were to just make the map in notepad prior to putting it in, you could get through an area pretty fast and visually enhance certain areas of the mud.
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Psyris




Posts : 23
Join date : 2010-02-27

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PostSubject: Re: small ideas   small ideas EmptyTue Mar 23, 2010 8:25 am

CHAT OOC LOG
this wont help people on telnet or something but if you use jaba mud client or z mud or something you can capture chat something like this.

#CLASS {Chat Capture} {enable}
#TRIGGER {%1tells the group '%2'} {#cap chat} "" {notrig}
#REGEX {\[(.*?)\] (.*?): '(.*?)'} {#cap chat} "" {notrig}
#TRIGGER {%1 says '%2'} {#cap chat}"" {notrig}
#TRIGGER {You say '%1'} {#cap chat}"" {notrig}
#TRIGGER {%1 tells you '%2'} {#cap chat} "" {notrig}
#TRIGGER {You reply to %1 '%2'} {#cap chat} "" {notrig}
#TRIGGER {You tell %2 '%3'} {#cap chat} "" {notrig}
#TRIGGER {%1 replies '%2'} {#cap chat} "" {notrig}
#TRIGGER {%1 yell '%2'} {#cap chat} "" {notrig}
#TRIGGER {%1 yells '%2'} {#cap chat} "" {notrig}
#TRIGGER {%1 osays '%2'} {#cap chat} "" {notrig}
#REGEX {\[INFO\] (.*?) has logged into WONMUD.} {#cap chat} "" {notrig}
#REGEX {\[INFO\] (.*?) has signed out.} {#cap chat} "" {notrig}
#REGEX {\[(.*?)\]: (.*?)} {#cap chat} "" {notrig}
#TRIGGER {You osay '%1'} {#cap chat}
#CLASS 0

I wrote this up on a napkin, so some of the capture messages arnt right, its just a theoretical example, dont just copy this and try to use it it wont all work.

it can also be done prety easy in a few clients, since my last post about an ooc log i have learned how to make my mud clients send all my chats to a seperate window so they dont all get missed during battle. so we dont so much need an addition to the mud, as a decent mud client i guess.
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Psyris




Posts : 23
Join date : 2010-02-27

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PostSubject: Re: small ideas   small ideas EmptyTue Mar 23, 2010 8:32 am

ichike wrote:
RE RE: random encounters based on level

The issue isn't that it isn't a fun thing but rather that it'd be impossibly complicated to code.

For something so minor, the amount of time required is absurd and it is just not worth it for a one off.

i was just fleshing out the idea, to know that i posted it fully and clearly on the forum. i felt my previous post was slightly vague. and mostly so i could mark it off my list of ideas.
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Biran
S-Rank



Posts : 24
Join date : 2010-03-23
Age : 35
Location : michigan

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PostSubject: Re: small ideas   small ideas EmptyTue Mar 23, 2010 8:36 am

The Random encounters could be done using invis mobs that wander around tho it would require someone to build quite a few mobs to spread about the mud in many diffrent levels.
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Psyris




Posts : 23
Join date : 2010-02-27

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PostSubject: Re: small ideas   small ideas EmptyTue Mar 23, 2010 8:39 am

How about rows for groups.

if you have 2 people in a group one could be in the front row and deal normal damage, but will get hit the most, while the one in the back will do less damage but let team member 1 take more damage.

i dont think that skills and abilities would be limited much by row though.
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Psyris




Posts : 23
Join date : 2010-02-27

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PostSubject: Re: small ideas   small ideas EmptyTue Mar 23, 2010 8:47 am

also, it would be spiffy if the who command that shows the list of who is on, would show the sex of the persons character. With unfamiliar names it is hard to tell, and embarrassing to misaddress people.
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