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Code Requirements?
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Topic: Code Requirements? (Read 5132 times)
Xandar
Coder
Offline
Posts: 214
Code Requirements?
«
on:
September 16, 2005, 01:00:09 PM »
OK. What commands do you, as players or staff, feel are REQUIRED for opening from the current development into Alpha/Beta?
Those that are known to be on the list:
- Character Generation
- KSR
- +staff
- +where
- +roll
- +sheet
What else?
«
Last Edit: September 17, 2005, 11:40:08 PM by Xandar
»
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Kynan
Wizard
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Posts: 69
Interim Director
Re: Code Requirements?
«
Reply #1 on:
September 16, 2005, 02:55:40 PM »
Off the top of my head:
Basic Universal Commands:
+roll, invnum, herenum, who, +where, +who, +census, +table
Basic Admin Commands:
+join, +summon, +return, +isolate (A standardized 'jailer'), +track (an eavsedropper), +contents, +timestop
Special Code Systems requiring both staff and player commands:
+sheet, +pcnote, +gmnote,
Special Systems:
chargen, KSR, queues, Public Space Rentals, Private Location Rentals
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Solitaire
Guest
Re: Code Requirements?
«
Reply #2 on:
September 19, 2005, 09:11:57 AM »
-p/w (page/whisper/whatever)
-inv
-l/i (look/inspect with target arg)
Nothing else springs to mind. Is everything being adapted to a new code base? Having never looked at it, how does it differ from standard MUX code?
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Penta
Poser
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Posts: 114
Re: Code Requirements?
«
Reply #3 on:
September 19, 2005, 09:50:53 AM »
Most everything I can think of has been noted, but I'll put up my own list.
If we're to proceed to alpha/beta, we need:
Chargen
+sheet
+roll
KSR
The basic toolset (+who, +where, +census, +table, invnum, herenum) (Since I imagine who comes with the code?)
+staff
Very basic staff tools
@mail or its equivalent
Ideally, we'd also have +bboards set up, too, but those aren't as priority.
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Hades
Coder
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Posts: 461
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Re: Code Requirements?
«
Reply #4 on:
September 19, 2005, 01:57:04 PM »
Code needs:
+MelkirLovin
+smirk
+spellcheck
+sarcasm
Hehe.
Seeing as we're using a Forum, @mail and BBoards wouldn't really be needed, will they? Perhaps some code that lets one know In-game that they have a PM or that there are important forum posts to be read.
-Hades. You know you love me.
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Noor
Director
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Posts: 1,240
Welcome to the desert of the real.
Re: Code Requirements?
«
Reply #5 on:
September 19, 2005, 02:09:02 PM »
You forgot +whine.
Yeah, we're planning on using the forums instead of bboards. At least, that's the plan...
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Xandar
Coder
Offline
Posts: 214
Re: Code Requirements?
«
Reply #6 on:
September 19, 2005, 04:57:04 PM »
Please, please .. .PLEASE
Try to keep the suggestions constructive. It's going to be hard enough to get commands that people think are useful managed much less the ... not so useful
- X
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licenser
Squatter
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Posts: 45
Re: Code Requirements?
«
Reply #7 on:
September 20, 2005, 06:51:57 AM »
A Virtual object system would be nice for everyone don't know wht this is a short explenation, VO's (Virtual Objects) are a nice way to keep the DB clean while allowing players to have loads of objets like 20 clips or stuff, somehow it could be described as a 'better' voucher system as well
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Xandar
Coder
Offline
Posts: 214
Re: Code Requirements?
«
Reply #8 on:
September 20, 2005, 09:16:09 AM »
I'll discuss the VO system concept with people, but honestly most of the time teh amount of code required for a VO system isn't worth the advantages over the standard system unless you're on A> a really slow machine or B> a constrained HD for space. NS:SE is not really on either to my knowledge. There are a handful of other advantages, but we'll see. I appreciate the suggestion, in either case, however and we'll take it into consideration.
- X
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Muerto4
Guest
Re: Code Requirements?
«
Reply #9 on:
September 21, 2005, 12:01:55 PM »
If, and this is a pretty big if, there is a +eavesdrop for staff, impliment a +edcheck. Paranoia is part of the game's theme IC and OOC.
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Xandar
Coder
Offline
Posts: 214
Re: Code Requirements?
«
Reply #10 on:
September 25, 2005, 12:59:42 PM »
All current code requirements have been taken and evaluated. They are now up for code staff to work on. If you are interested in coding, please let us know.
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Andre
Squatter
Offline
Posts: 8
Re: Code Requirements?
«
Reply #11 on:
November 02, 2005, 01:39:26 PM »
Not being a very knowledgable computer person and not knowing much about MU** code, a nice little command that would help me as a player would be a +character.? I always liked the +staff command. I would like to have a similar command for seeing players. Especially, active players compared to in-active. And their availibility to RP or no. Or if they are already involved in a plot. +finger is a good command to use for this, but if you don't know their name, well, your just giving the finger.
Having the command on SRS would be nice as well. Since, I am having problems finding old friend's characters.
Well, just a thought.
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Kaide
Squatter
Offline
Posts: 22
Re: Code Requirements?
«
Reply #12 on:
January 06, 2006, 09:55:23 PM »
I'd like to see a phone system with more than 14 slots in the speed dial.
something for those popular people like me.
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Rheiv
Streetmeat
Offline
Posts: 218
Re: Code Requirements?
«
Reply #13 on:
January 07, 2006, 01:18:24 AM »
Likley, phones will work somewhat differnet since we have our commcodes. You'd be 'dialing' someone's commlink. Don't know how that'll work.
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-Rheiv
RPing some freakish Noir-Technothriller mix since 2003.
Waffle
Wirehead
Offline
Posts: 606
Re: Code Requirements?
«
Reply #14 on:
January 07, 2006, 02:06:46 AM »
Page 'em.
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