Discussion:
Computer Automatd Role Playing System (CARPS)
(too old to reply)
C***@gmail.com
2006-10-15 19:02:03 UTC
Permalink
I'm running an enCore MOO on my server. A MOO is designed to be a
multi-user object oriented programming environment similar to a MUD,
and the enCore code provides a web based graphical layer to the system.
I'm modifying the core of the enCore database, to increase its
functionality and have been writing a game system into the MOO. I'm
calling it CARPS, for Computer Automated Role Playing. I'm coding the
magicsystem around Mage: the Ascenscion (As I've never looked at Mage:
The Awakening). And am writing a custom combat and skill system,
because I don't feel that Mage is as playable as some others like
GURPS. I'll go over the magic and combat systems in this post, and
hopefully someone on these groups will get back to me about how I can
improve the design of the game. Coding it is easy, and that's all I've
been doing the past few weeks. But a good design for the game, is
always going to be valuable.

Most MUDS initiate combat by typing in something like 'kill fido', and
then text streams in your client with messages like "You hit fido for 8
points of damage", "Fido bites you causing 2 points of damage *owch* "

But my CARPS won't work that way, it will function like a pen and paper
role playing game that automatically interprets your actions by
understanding your natural language, and then it does all the dice
rolling for you and displays the result live, using a dynamic time
based round system.

The game looks for keywords and find regex patterns in what the user
types. And determines what type of attack a person is attempting based
on those keywords and patterns. Then it does all the calculations, and
gives live output that's customizable by every player.

If I typed: "I lunge at fido with a fast arcing slash." , the game
would interpret this as a specialized sort of attack. And depending on
the combat style I am using that round, and the combat style fido may
be using, the MOO would then calculate the messages resulting from
this. Fidos attempt at a doge or parry, if my attack was successful
and the damge I would do.

Here are the keywords I am looking for right now and what they actually
do:

rec.games.frp.misc, rec.games.frp.gurps, rec.games.frp.dnd,
alt.games.whitewolf

stab, thrust, jab

These keywords indicate that your base attack is a thrust. Some
haveslight differences - for example, a jab is difficult to stop, but
does lessdamage when it connects. Also, some weapons are easier to
thrust with. Amace can be thrust, but will not hurt as much as a
dagger would. A flailcan thrust, but will likely do very little or no
damage if it connects.

chop, hack, slash, smash, strike, swing

These keywords indicate that your base attack is a swing. Some have
slight differences - for example, smash has a chance of knocking
youropponent backwards, possibly out of effective range for their
weapon.

high, low, middle, safe, slow, deadly, sweeping

These keywords aim your blows better. If a critical hit occurs with
yourattack, low attacks will damage from the waist down, high from the
torso up,and the middle of the torso area only. Low attacks also have
a chance oftripping your opponent. When using the deadly keyword, you
are going forthe most damaging target area you can hit. If you use the
safe keyword, you will pull your blow, reducing the chance of causing
serious injury to your opponent.

powerful, fierce, vicious, overhead, round

These keywords are used to show that more damage is being done, or
attempted to be done. A combat emote using one of these keywords will
do significantly more damage to the victim if they connect, but due to
the force of the blow there is a higher chance of avoiding it. Hits
which do connect will likely break through armor protection, or
possibly destroy a weapon if it is used to block.


lunge, leap, deceptive, deceiving, quick, fast, feignt instant,
snapping, rapid, beat

These keywords concentrate on beating your opponents defense. Lunges
and leaps help your attack against people who are using footwork to
avoid you. Deceptive and deceiving attacks contain a feint and are good
when people are parrying or blocking you. Beat attacks are wonderful
against someone parrying you. Striking quickly is good versus all
defenses.

bash, cheat, disarm, trip, tackle

These keywords improve their respective chances of disarming, tripping,
or bashing your opponent. If you use cheat, there is a chance of
momentarily stunning your opponent. Failure in any of these keywords
will result in leaving you momentarily vulnerable, possibly allowing
your opponent to get a solid attack in on you.

knee, kick

These keywords reflect a deliberate attempt to use unarmed combat
ability in the fight. Note that, while these keywords specifically
function off of unarmed, they are not the only ones which will pool the
unarmed ability. Failure to successfully connect with these keywords
has the potential to leave you off balance, possibly opening yourself
up to other attacks.

And here is a list of spells that I am coding into the game and basing
off Mage: The Ascenscion:

space
-----

move (teleports something to another location)
where (shows where another player, object, or monster is)
look (allows you to observe whats in another room)
dig (creates a portal to another area)
new room (creates a new area)


mind
----
display (displays moo output in room ormoo output to a player(s))
describe(describe things differently)
possess (control moo players or monsters)
learn/teach (learn & teach new skills)
filter (change moo messages to certain players)

matter
------
create (creates new items you have sympathetic links with)
destroy (destroys items you have sympathetic links to)
enchant (enchants items with new powers, or change their attributes.)

Time
----
enhance destiny with an (attribute, skill, person, possession,
location)
curse destiny with an (attribute, skill, person, possession, location)
slow time (Allows a player to observe future MUD output and act before
it happens, by lagging everyone else in the room 1

second).


prime
-----
sympathetic link (shortcut to reach an object even when in another
room)
drain (drains mana from objects or corpses)
infuse (saves mana in objects)
meditate (regenerates mana)


forces
------
darkness (makes rooms dark, or objects invisible).
light (dispells darkness)
heat (starts fires)
cool (prevents fires, and slows people down by giving them frost
bite)
force (moves things in and out of room, or knocks people down, can
also be used to throw items at enemies).
fly (allows players to fly above the room, only being effected by
ranged combat).
storm (changes the weather in an area, or directs bad weather towards
another player)


life
----
create (create a monster)
harm (causes damage)
heal (heals players)
enhance abillity (changes attributes)
decrease abillity (changes attributes)
ressurect (raises the dead)

spirit
------
see spirits (see ghosts of dead players & monsters)
cast in / out (allows ghosts to interact with the environment)
ask of spirit (If a player casts a ghost in they can direct the
ghost)
out of body (a player can journey into the spirit worlds)
incarnate (allows a player who is out of body to observe as if another
player).
Elvis
2006-10-15 19:29:55 UTC
Permalink
Post by C***@gmail.com
I'm running an enCore MOO on my server. A MOO is designed to be a
multi-user object oriented programming environment similar to a MUD,
and the enCore code provides a web based graphical layer to the system.
I'm modifying the core of the enCore database, to increase its
functionality and have been writing a game system into the MOO. I'm
calling it CARPS, for Computer Automated Role Playing. I'm coding the
The Awakening). And am writing a custom combat and skill system,
because I don't feel that Mage is as playable as some others like
GURPS. I'll go over the magic and combat systems in this post, and
hopefully someone on these groups will get back to me about how I can
improve the design of the game. Coding it is easy, and that's all I've
been doing the past few weeks. But a good design for the game, is
always going to be valuable.
Most MUDS initiate combat by typing in something like 'kill fido', and
then text streams in your client with messages like "You hit fido for 8
points of damage", "Fido bites you causing 2 points of damage *owch* "
But my CARPS won't work that way, it will function like a pen and paper
role playing game that automatically interprets your actions by
understanding your natural language, and then it does all the dice
rolling for you and displays the result live, using a dynamic time
based round system.
The game looks for keywords and find regex patterns in what the user
types. And determines what type of attack a person is attempting based
on those keywords and patterns. Then it does all the calculations, and
gives live output that's customizable by every player.
If I typed: "I lunge at fido with a fast arcing slash." , the game
would interpret this as a specialized sort of attack. And depending on
the combat style I am using that round, and the combat style fido may
be using, the MOO would then calculate the messages resulting from
this. Fidos attempt at a doge or parry, if my attack was successful
and the damge I would do.
Here are the keywords I am looking for right now and what they actually
rec.games.frp.misc, rec.games.frp.gurps, rec.games.frp.dnd,
alt.games.whitewolf
stab, thrust, jab
These keywords indicate that your base attack is a thrust. Some
haveslight differences - for example, a jab is difficult to stop, but
does lessdamage when it connects. Also, some weapons are easier to
thrust with. Amace can be thrust, but will not hurt as much as a
dagger would. A flailcan thrust, but will likely do very little or no
damage if it connects.
chop, hack, slash, smash, strike, swing
These keywords indicate that your base attack is a swing. Some have
slight differences - for example, smash has a chance of knocking
youropponent backwards, possibly out of effective range for their
weapon.
high, low, middle, safe, slow, deadly, sweeping
These keywords aim your blows better. If a critical hit occurs with
yourattack, low attacks will damage from the waist down, high from the
torso up,and the middle of the torso area only. Low attacks also have
a chance oftripping your opponent. When using the deadly keyword, you
are going forthe most damaging target area you can hit. If you use the
safe keyword, you will pull your blow, reducing the chance of causing
serious injury to your opponent.
powerful, fierce, vicious, overhead, round
These keywords are used to show that more damage is being done, or
attempted to be done. A combat emote using one of these keywords will
do significantly more damage to the victim if they connect, but due to
the force of the blow there is a higher chance of avoiding it. Hits
which do connect will likely break through armor protection, or
possibly destroy a weapon if it is used to block.
lunge, leap, deceptive, deceiving, quick, fast, feignt instant,
snapping, rapid, beat
These keywords concentrate on beating your opponents defense. Lunges
and leaps help your attack against people who are using footwork to
avoid you. Deceptive and deceiving attacks contain a feint and are good
when people are parrying or blocking you. Beat attacks are wonderful
against someone parrying you. Striking quickly is good versus all
defenses.
bash, cheat, disarm, trip, tackle
These keywords improve their respective chances of disarming, tripping,
or bashing your opponent. If you use cheat, there is a chance of
momentarily stunning your opponent. Failure in any of these keywords
will result in leaving you momentarily vulnerable, possibly allowing
your opponent to get a solid attack in on you.
knee, kick
These keywords reflect a deliberate attempt to use unarmed combat
ability in the fight. Note that, while these keywords specifically
function off of unarmed, they are not the only ones which will pool the
unarmed ability. Failure to successfully connect with these keywords
has the potential to leave you off balance, possibly opening yourself
up to other attacks.
And here is a list of spells that I am coding into the game and basing
space
-----
move (teleports something to another location)
where (shows where another player, object, or monster is)
look (allows you to observe whats in another room)
dig (creates a portal to another area)
new room (creates a new area)
mind
----
display (displays moo output in room ormoo output to a player(s))
describe(describe things differently)
possess (control moo players or monsters)
learn/teach (learn & teach new skills)
filter (change moo messages to certain players)
matter
------
create (creates new items you have sympathetic links with)
destroy (destroys items you have sympathetic links to)
enchant (enchants items with new powers, or change their attributes.)
Time
----
enhance destiny with an (attribute, skill, person, possession,
location)
curse destiny with an (attribute, skill, person, possession, location)
slow time (Allows a player to observe future MUD output and act before
it happens, by lagging everyone else in the room 1
second).
prime
-----
sympathetic link (shortcut to reach an object even when in another
room)
drain (drains mana from objects or corpses)
infuse (saves mana in objects)
meditate (regenerates mana)
forces
------
darkness (makes rooms dark, or objects invisible).
light (dispells darkness)
heat (starts fires)
cool (prevents fires, and slows people down by giving them frost
bite)
force (moves things in and out of room, or knocks people down, can
also be used to throw items at enemies).
fly (allows players to fly above the room, only being effected by
ranged combat).
storm (changes the weather in an area, or directs bad weather towards
another player)
life
----
create (create a monster)
harm (causes damage)
heal (heals players)
enhance abillity (changes attributes)
decrease abillity (changes attributes)
ressurect (raises the dead)
spirit
------
see spirits (see ghosts of dead players & monsters)
cast in / out (allows ghosts to interact with the environment)
ask of spirit (If a player casts a ghost in they can direct the
ghost)
out of body (a player can journey into the spirit worlds)
incarnate (allows a player who is out of body to observe as if another
player).
Any possibility this will br GURPS - like enough so I can use GURPS
Characters to use points
to set up ,say, a FENCER & get a better than average PARRY? Since
there are usually a limited number of points available I tend to set up
a Dex 14, FENCING ATTACK 18, FENCING parry 12, two points of leather
(always worn), that's the best use of limited points I've found.
((people who set up characters who can't DEFEND THEMSELVES sometimes
don't get to play
their character for long!)). I also like to be a First Aid (only) Medic
(limited number of points, remember?) to make my Character more useful
to our GROUP, since its hard to first aid ones own Character. A
'typical' attack might be; retreating parry +3 to parry, aim for one
eye (possibly
more than one attack to raise to hit chances)
C***@gmail.com
2006-10-15 20:08:17 UTC
Permalink
Post by Elvis
Post by C***@gmail.com
I'm running an enCore MOO on my server. A MOO is designed to be a
multi-user object oriented programming environment similar to a MUD,
and the enCore code provides a web based graphical layer to the system.
I'm modifying the core of the enCore database, to increase its
functionality and have been writing a game system into the MOO. I'm
calling it CARPS, for Computer Automated Role Playing. I'm coding the
The Awakening). And am writing a custom combat and skill system,
because I don't feel that Mage is as playable as some others like
GURPS. I'll go over the magic and combat systems in this post, and
hopefully someone on these groups will get back to me about how I can
improve the design of the game. Coding it is easy, and that's all I've
been doing the past few weeks. But a good design for the game, is
always going to be valuable.
Most MUDS initiate combat by typing in something like 'kill fido', and
then text streams in your client with messages like "You hit fido for 8
points of damage", "Fido bites you causing 2 points of damage *owch* "
But my CARPS won't work that way, it will function like a pen and paper
role playing game that automatically interprets your actions by
understanding your natural language, and then it does all the dice
rolling for you and displays the result live, using a dynamic time
based round system.
The game looks for keywords and find regex patterns in what the user
types. And determines what type of attack a person is attempting based
on those keywords and patterns. Then it does all the calculations, and
gives live output that's customizable by every player.
If I typed: "I lunge at fido with a fast arcing slash." , the game
would interpret this as a specialized sort of attack. And depending on
the combat style I am using that round, and the combat style fido may
be using, the MOO would then calculate the messages resulting from
this. Fidos attempt at a doge or parry, if my attack was successful
and the damge I would do.
Here are the keywords I am looking for right now and what they actually
rec.games.frp.misc, rec.games.frp.gurps, rec.games.frp.dnd,
alt.games.whitewolf
stab, thrust, jab
These keywords indicate that your base attack is a thrust. Some
haveslight differences - for example, a jab is difficult to stop, but
does lessdamage when it connects. Also, some weapons are easier to
thrust with. Amace can be thrust, but will not hurt as much as a
dagger would. A flailcan thrust, but will likely do very little or no
damage if it connects.
chop, hack, slash, smash, strike, swing
These keywords indicate that your base attack is a swing. Some have
slight differences - for example, smash has a chance of knocking
youropponent backwards, possibly out of effective range for their
weapon.
high, low, middle, safe, slow, deadly, sweeping
These keywords aim your blows better. If a critical hit occurs with
yourattack, low attacks will damage from the waist down, high from the
torso up,and the middle of the torso area only. Low attacks also have
a chance oftripping your opponent. When using the deadly keyword, you
are going forthe most damaging target area you can hit. If you use the
safe keyword, you will pull your blow, reducing the chance of causing
serious injury to your opponent.
powerful, fierce, vicious, overhead, round
These keywords are used to show that more damage is being done, or
attempted to be done. A combat emote using one of these keywords will
do significantly more damage to the victim if they connect, but due to
the force of the blow there is a higher chance of avoiding it. Hits
which do connect will likely break through armor protection, or
possibly destroy a weapon if it is used to block.
lunge, leap, deceptive, deceiving, quick, fast, feignt instant,
snapping, rapid, beat
These keywords concentrate on beating your opponents defense. Lunges
and leaps help your attack against people who are using footwork to
avoid you. Deceptive and deceiving attacks contain a feint and are good
when people are parrying or blocking you. Beat attacks are wonderful
against someone parrying you. Striking quickly is good versus all
defenses.
bash, cheat, disarm, trip, tackle
These keywords improve their respective chances of disarming, tripping,
or bashing your opponent. If you use cheat, there is a chance of
momentarily stunning your opponent. Failure in any of these keywords
will result in leaving you momentarily vulnerable, possibly allowing
your opponent to get a solid attack in on you.
knee, kick
These keywords reflect a deliberate attempt to use unarmed combat
ability in the fight. Note that, while these keywords specifically
function off of unarmed, they are not the only ones which will pool the
unarmed ability. Failure to successfully connect with these keywords
has the potential to leave you off balance, possibly opening yourself
up to other attacks.
And here is a list of spells that I am coding into the game and basing
space
-----
move (teleports something to another location)
where (shows where another player, object, or monster is)
look (allows you to observe whats in another room)
dig (creates a portal to another area)
new room (creates a new area)
mind
----
display (displays moo output in room ormoo output to a player(s))
describe(describe things differently)
possess (control moo players or monsters)
learn/teach (learn & teach new skills)
filter (change moo messages to certain players)
matter
------
create (creates new items you have sympathetic links with)
destroy (destroys items you have sympathetic links to)
enchant (enchants items with new powers, or change their attributes.)
Time
----
enhance destiny with an (attribute, skill, person, possession,
location)
curse destiny with an (attribute, skill, person, possession, location)
slow time (Allows a player to observe future MUD output and act before
it happens, by lagging everyone else in the room 1
second).
prime
-----
sympathetic link (shortcut to reach an object even when in another
room)
drain (drains mana from objects or corpses)
infuse (saves mana in objects)
meditate (regenerates mana)
forces
------
darkness (makes rooms dark, or objects invisible).
light (dispells darkness)
heat (starts fires)
cool (prevents fires, and slows people down by giving them frost
bite)
force (moves things in and out of room, or knocks people down, can
also be used to throw items at enemies).
fly (allows players to fly above the room, only being effected by
ranged combat).
storm (changes the weather in an area, or directs bad weather towards
another player)
life
----
create (create a monster)
harm (causes damage)
heal (heals players)
enhance abillity (changes attributes)
decrease abillity (changes attributes)
ressurect (raises the dead)
spirit
------
see spirits (see ghosts of dead players & monsters)
cast in / out (allows ghosts to interact with the environment)
ask of spirit (If a player casts a ghost in they can direct the
ghost)
out of body (a player can journey into the spirit worlds)
incarnate (allows a player who is out of body to observe as if another
player).
Any possibility this will br GURPS - like enough so I can use GURPS
Characters to use points
to set up ,say, a FENCER & get a better than average PARRY? Since
there are usually a limited number of points available I tend to set up
a Dex 14, FENCING ATTACK 18, FENCING parry 12, two points of leather
(always worn), that's the best use of limited points I've found.
((people who set up characters who can't DEFEND THEMSELVES sometimes
don't get to play
their character for long!)). I also like to be a First Aid (only) Medic
(limited number of points, remember?) to make my Character more useful
to our GROUP, since its hard to first aid ones own Character. A
'typical' attack might be; retreating parry +3 to parry, aim for one
eye (possibly
more than one attack to raise to hit chances)
Thanks for the idea Elvis. I am so entranced on the fundementals of
the code it is sometimes harder to see the larger picture of design.
If I were to code it up in GURPs, I would have a much easier time with
the system. And it would be less complicated. I've played a lot of
gurps so I have the system memorized already.

The basic sorts of attacks, are swing & thrust. You can do either an
all out defense or an all out attack. You can aim for most any part of
the body. And you can attempt all out critical attacks as well. After
every attack a person get an attempt at either a doge, a parry, or a
block, but not both. And then there is also ranged combat to consider.

So if you think about it I just need keywords that can handle all of
those sorts of attacks.

We have a godo number of swing and thrust keywords. We have keywords
to target different sorts of all out attacks, and it might be more
interesting if we continued to come up with different sorts of all out
attacks. We would just have to specify keywords for each part of the
body, and keywords for aiming. But for dodging, parrying, and
blocking, these could be specifide within the context of the combat
style you were using, and you only specify them periodically and not
after every attack.

'Switch to defensive footwork', which would be focused on styles of
dodging. 'use my shield to block', would begin switching you over to
using your shield instead of dodging. 'fence for defence', might
switch you over to parrying. But I think its better if you don't have
to respond to each attack, because it can be automated. A player can
anticipate the types of attacks he is confronted with before hand and
pick the best defence to use.

But gurps is a great idea!! If you want to help me code it, I'll buy
some gurps books at the comic book store, and you can e-mail me at
***@gmail.com. I can do all the coding if you are willing to
help design the game, and do some player testing. It shouldn't take
much of your time either, because it takes awhile to code each part of
the game into the MOO. But I'll give you the site address in e-mail.

And I also appreciate this other doods criticism. I'll have to rethink
some of the magic system. But I do feel a bullet time effect is
possible in text based virtual reality.

For example if a player attacked me with a wild swing he might type:

all out attack Corey with a swing of my sword to the face.

And the moo would send me "Player1 swings his sword at your face".

But then I could do something like "brace myself with my shield to
defend my face"

And then player1 wold get the messages:

Corey braces himself with his shield, protecting his face.
You make a wild swing with your sword, aiming at coreys face.
Corey blocks you.

Because I had an extra turn to respond to his attack, or a few extra
seconds. It would seem like real magic, because people sometimes get
lag in game anyway. And my messages would come before player1s on
everyones screen.
Elvis
2006-10-17 19:20:32 UTC
Permalink
Post by C***@gmail.com
Post by Elvis
Post by C***@gmail.com
I'm running an enCore MOO on my server. A MOO is designed to be a
multi-user object oriented programming environment similar to a MUD,
and the enCore code provides a web based graphical layer to the system.
I'm modifying the core of the enCore database, to increase its
functionality and have been writing a game system into the MOO. I'm
calling it CARPS, for Computer Automated Role Playing. I'm coding the
The Awakening). And am writing a custom combat and skill system,
because I don't feel that Mage is as playable as some others like
GURPS. I'll go over the magic and combat systems in this post, and
hopefully someone on these groups will get back to me about how I can
improve the design of the game. Coding it is easy, and that's all I've
been doing the past few weeks. But a good design for the game, is
always going to be valuable.
Most MUDS initiate combat by typing in something like 'kill fido', and
then text streams in your client with messages like "You hit fido for 8
points of damage", "Fido bites you causing 2 points of damage *owch* "
But my CARPS won't work that way, it will function like a pen and paper
role playing game that automatically interprets your actions by
understanding your natural language, and then it does all the dice
rolling for you and displays the result live, using a dynamic time
based round system.
The game looks for keywords and find regex patterns in what the user
types. And determines what type of attack a person is attempting based
on those keywords and patterns. Then it does all the calculations, and
gives live output that's customizable by every player.
If I typed: "I lunge at fido with a fast arcing slash." , the game
would interpret this as a specialized sort of attack. And depending on
the combat style I am using that round, and the combat style fido may
be using, the MOO would then calculate the messages resulting from
this. Fidos attempt at a doge or parry, if my attack was successful
and the damge I would do.
Here are the keywords I am looking for right now and what they actually
rec.games.frp.misc, rec.games.frp.gurps, rec.games.frp.dnd,
alt.games.whitewolf
stab, thrust, jab
These keywords indicate that your base attack is a thrust. Some
haveslight differences - for example, a jab is difficult to stop, but
does lessdamage when it connects. Also, some weapons are easier to
thrust with. Amace can be thrust, but will not hurt as much as a
dagger would. A flailcan thrust, but will likely do very little or no
damage if it connects.
chop, hack, slash, smash, strike, swing
These keywords indicate that your base attack is a swing. Some have
slight differences - for example, smash has a chance of knocking
youropponent backwards, possibly out of effective range for their
weapon.
high, low, middle, safe, slow, deadly, sweeping
These keywords aim your blows better. If a critical hit occurs with
yourattack, low attacks will damage from the waist down, high from the
torso up,and the middle of the torso area only. Low attacks also have
a chance oftripping your opponent. When using the deadly keyword, you
are going forthe most damaging target area you can hit. If you use the
safe keyword, you will pull your blow, reducing the chance of causing
serious injury to your opponent.
powerful, fierce, vicious, overhead, round
These keywords are used to show that more damage is being done, or
attempted to be done. A combat emote using one of these keywords will
do significantly more damage to the victim if they connect, but due to
the force of the blow there is a higher chance of avoiding it. Hits
which do connect will likely break through armor protection, or
possibly destroy a weapon if it is used to block.
lunge, leap, deceptive, deceiving, quick, fast, feignt instant,
snapping, rapid, beat
These keywords concentrate on beating your opponents defense. Lunges
and leaps help your attack against people who are using footwork to
avoid you. Deceptive and deceiving attacks contain a feint and are good
when people are parrying or blocking you. Beat attacks are wonderful
against someone parrying you. Striking quickly is good versus all
defenses.
bash, cheat, disarm, trip, tackle
These keywords improve their respective chances of disarming, tripping,
or bashing your opponent. If you use cheat, there is a chance of
momentarily stunning your opponent. Failure in any of these keywords
will result in leaving you momentarily vulnerable, possibly allowing
your opponent to get a solid attack in on you.
knee, kick
These keywords reflect a deliberate attempt to use unarmed combat
ability in the fight. Note that, while these keywords specifically
function off of unarmed, they are not the only ones which will pool the
unarmed ability. Failure to successfully connect with these keywords
has the potential to leave you off balance, possibly opening yourself
up to other attacks.
And here is a list of spells that I am coding into the game and basing
space
-----
move (teleports something to another location)
where (shows where another player, object, or monster is)
look (allows you to observe whats in another room)
dig (creates a portal to another area)
new room (creates a new area)
mind
----
display (displays moo output in room ormoo output to a player(s))
describe(describe things differently)
possess (control moo players or monsters)
learn/teach (learn & teach new skills)
filter (change moo messages to certain players)
matter
------
create (creates new items you have sympathetic links with)
destroy (destroys items you have sympathetic links to)
enchant (enchants items with new powers, or change their attributes.)
Time
----
enhance destiny with an (attribute, skill, person, possession,
location)
curse destiny with an (attribute, skill, person, possession, location)
slow time (Allows a player to observe future MUD output and act before
it happens, by lagging everyone else in the room 1
second).
prime
-----
sympathetic link (shortcut to reach an object even when in another
room)
drain (drains mana from objects or corpses)
infuse (saves mana in objects)
meditate (regenerates mana)
forces
------
darkness (makes rooms dark, or objects invisible).
light (dispells darkness)
heat (starts fires)
cool (prevents fires, and slows people down by giving them frost
bite)
force (moves things in and out of room, or knocks people down, can
also be used to throw items at enemies).
fly (allows players to fly above the room, only being effected by
ranged combat).
storm (changes the weather in an area, or directs bad weather towards
another player)
life
----
create (create a monster)
harm (causes damage)
heal (heals players)
enhance abillity (changes attributes)
decrease abillity (changes attributes)
ressurect (raises the dead)
spirit
------
see spirits (see ghosts of dead players & monsters)
cast in / out (allows ghosts to interact with the environment)
ask of spirit (If a player casts a ghost in they can direct the
ghost)
out of body (a player can journey into the spirit worlds)
incarnate (allows a player who is out of body to observe as if another
player).
Any possibility this will br GURPS - like enough so I can use GURPS
Characters to use points
to set up ,say, a FENCER & get a better than average PARRY? Since
there are usually a limited number of points available I tend to set up
a Dex 14, FENCING ATTACK 18, FENCING parry 12, two points of leather
(always worn), that's the best use of limited points I've found.
((people who set up characters who can't DEFEND THEMSELVES sometimes
don't get to play
their character for long!)). I also like to be a First Aid (only) Medic
(limited number of points, remember?) to make my Character more useful
to our GROUP, since its hard to first aid ones own Character. A
'typical' attack might be; retreating parry +3 to parry, aim for one
eye (possibly
more than one attack to raise to hit chances)
Thanks for the idea Elvis. I am so entranced on the fundementals of
the code it is sometimes harder to see the larger picture of design.
If I were to code it up in GURPs, I would have a much easier time with
the system. And it would be less complicated. I've played a lot of
gurps so I have the system memorized already.
The basic sorts of attacks, are swing & thrust. You can do either an
all out defense or an all out attack. You can aim for most any part of
the body. And you can attempt all out critical attacks as well. After
every attack a person get an attempt at either a doge, a parry, or a
block, but not both. And then there is also ranged combat to consider.
So if you think about it I just need keywords that can handle all of
those sorts of attacks.
We have a godo number of swing and thrust keywords. We have keywords
to target different sorts of all out attacks, and it might be more
interesting if we continued to come up with different sorts of all out
attacks. We would just have to specify keywords for each part of the
body, and keywords for aiming. But for dodging, parrying, and
blocking, these could be specifide within the context of the combat
style you were using, and you only specify them periodically and not
after every attack.
'Switch to defensive footwork', which would be focused on styles of
dodging. 'use my shield to block', would begin switching you over to
using your shield instead of dodging. 'fence for defence', might
switch you over to parrying. But I think its better if you don't have
to respond to each attack, because it can be automated. A player can
anticipate the types of attacks he is confronted with before hand and
pick the best defence to use.
But gurps is a great idea!! If you want to help me code it, I'll buy
some gurps books at the comic book store, and you can e-mail me at
help design the game, and do some player testing. It shouldn't take
much of your time either, because it takes awhile to code each part of
the game into the MOO. But I'll give you the site address in e-mail.
And I also appreciate this other doods criticism. I'll have to rethink
some of the magic system. But I do feel a bullet time effect is
possible in text based virtual reality.
all out attack Corey with a swing of my sword to the face.
And the moo would send me "Player1 swings his sword at your face".
But then I could do something like "brace myself with my shield to
defend my face"
Corey braces himself with his shield, protecting his face.
You make a wild swing with your sword, aiming at coreys face.
Corey blocks you.
Because I had an extra turn to respond to his attack, or a few extra
seconds. It would seem like real magic, because people sometimes get
lag in game anyway. And my messages would come before player1s on
everyones screen.
By the way: Elvis is a slow typist he had a Brain Stroke (a small one
I NEVER want to have a BIG one!) & cannot feel what his hands are
doing! I favor movement on a square grid system,
& would a plus to parry raise one's parry number or would it give ones
opponent a minus to hit?
good luck on "Natural Language Coding". A twin fan tail Jet was coming
in towards Seattle & the
tower understood that they had an engine out; ((The actual call out
from the other witness Pilots
was "Engine Missing")) An Engine had ripped off the Jet weakining the
tail. Another example a pilot complained he had "Low Fuel" actually the
fuel reserve was running on fumes, the fuel
measurement was at least 100 Liters high on Hundreds of airplanes,
every day>>>>
Ken Andrews
2006-10-15 19:34:09 UTC
Permalink
Post by C***@gmail.com
I'm running an enCore MOO on my server. A MOO is designed to be a
multi-user object oriented programming environment similar to a MUD,
and the enCore code provides a web based graphical layer to the system.
I'm modifying the core of the enCore database, to increase its
functionality and have been writing a game system into the MOO. I'm
calling it CARPS, for Computer Automated Role Playing. I'm coding the
The Awakening). And am writing a custom combat and skill system,
because I don't feel that Mage is as playable as some others like
GURPS. I'll go over the magic and combat systems in this post, and
hopefully someone on these groups will get back to me about how I can
improve the design of the game. Coding it is easy, and that's all I've
been doing the past few weeks. But a good design for the game, is
always going to be valuable.
The fundamental problem with what you're attempting to do is
exemplified by the very title of this document: you misspelled
"Automated".

I am not saying that you cannot do it; I have no idea what level of
skill you have with OO coding, whatever language it's in, and regex.
What I'm saying is that I suspect you are going to have a *lot* of
trouble getting it to parse "natural language" as you state below that
you will be doing.

Further, most people are not fast *accurate* typists. Unless the game
is effectively turn-based (wait until each person has typed in an
action, then process all actions), I suspect that I would have a
substantial advantage over most players, as I can type accurately
moderately quickly.
Post by C***@gmail.com
Most MUDS initiate combat by typing in something like 'kill fido', and
then text streams in your client with messages like "You hit fido for 8
points of damage", "Fido bites you causing 2 points of damage *owch* "
But my CARPS won't work that way, it will function like a pen and paper
role playing game that automatically interprets your actions by
understanding your natural language, and then it does all the dice
rolling for you and displays the result live, using a dynamic time
based round system.
The game looks for keywords and find regex patterns in what the user
types. And determines what type of attack a person is attempting based
on those keywords and patterns. Then it does all the calculations, and
gives live output that's customizable by every player.
If I typed: "I lunge at fido with a fast arcing slash." , the game
would interpret this as a specialized sort of attack. And depending on
the combat style I am using that round, and the combat style fido may
be using, the MOO would then calculate the messages resulting from
this. Fidos attempt at a doge or parry, if my attack was successful
and the damge I would do.
I ht teh orge wiht my mase and samsh his sord from hsi hand.

By the way, is Fido attempting to become an Italian Renaissance
politician, hide behind one, or hit me with one? I'm not sure, based
on "Fidos attempt at a doge...".
Post by C***@gmail.com
Here are the keywords I am looking for right now and what they actually
rec.games.frp.misc, rec.games.frp.gurps, rec.games.frp.dnd,
alt.games.whitewolf
Odd keywords.
Post by C***@gmail.com
stab, thrust, jab
These keywords indicate that your base attack is a thrust. Some
haveslight differences - for example, a jab is difficult to stop, but
does lessdamage when it connects. Also, some weapons are easier to
thrust with. Amace can be thrust, but will not hurt as much as a
dagger would. A flailcan thrust, but will likely do very little or no
damage if it connects.
chop, hack, slash, smash, strike, swing
These keywords indicate that your base attack is a swing. Some have
slight differences - for example, smash has a chance of knocking
youropponent backwards, possibly out of effective range for their
weapon.
high, low, middle, safe, slow, deadly, sweeping
These keywords aim your blows better. If a critical hit occurs with
yourattack, low attacks will damage from the waist down, high from the
torso up,and the middle of the torso area only. Low attacks also have
a chance oftripping your opponent. When using the deadly keyword, you
are going forthe most damaging target area you can hit. If you use the
safe keyword, you will pull your blow, reducing the chance of causing
serious injury to your opponent.
powerful, fierce, vicious, overhead, round
These keywords are used to show that more damage is being done, or
attempted to be done. A combat emote using one of these keywords will
do significantly more damage to the victim if they connect, but due to
the force of the blow there is a higher chance of avoiding it. Hits
which do connect will likely break through armor protection, or
possibly destroy a weapon if it is used to block.
lunge, leap, deceptive, deceiving, quick, fast, feignt instant,
snapping, rapid, beat
These keywords concentrate on beating your opponents defense. Lunges
and leaps help your attack against people who are using footwork to
avoid you. Deceptive and deceiving attacks contain a feint and are good
when people are parrying or blocking you. Beat attacks are wonderful
against someone parrying you. Striking quickly is good versus all
defenses.
bash, cheat, disarm, trip, tackle
These keywords improve their respective chances of disarming, tripping,
or bashing your opponent. If you use cheat, there is a chance of
momentarily stunning your opponent. Failure in any of these keywords
will result in leaving you momentarily vulnerable, possibly allowing
your opponent to get a solid attack in on you.
knee, kick
These keywords reflect a deliberate attempt to use unarmed combat
ability in the fight. Note that, while these keywords specifically
function off of unarmed, they are not the only ones which will pool the
unarmed ability. Failure to successfully connect with these keywords
has the potential to leave you off balance, possibly opening yourself
up to other attacks.
And here is a list of spells that I am coding into the game and basing
space
-----
move (teleports something to another location)
where (shows where another player, object, or monster is)
look (allows you to observe whats in another room)
dig (creates a portal to another area)
new room (creates a new area)
mind
----
display (displays moo output in room ormoo output to a player(s))
describe(describe things differently)
possess (control moo players or monsters)
learn/teach (learn & teach new skills)
filter (change moo messages to certain players)
matter
------
create (creates new items you have sympathetic links with)
destroy (destroys items you have sympathetic links to)
enchant (enchants items with new powers, or change their attributes.)
Time
----
enhance destiny with an (attribute, skill, person, possession,
location)
curse destiny with an (attribute, skill, person, possession, location)
slow time (Allows a player to observe future MUD output and act before
it happens, by lagging everyone else in the room 1 second).
Given the lackadasical speed with which most people type, this
particular spell seems of no use whatsoever. Given my typing speed,
it's still of no use. I can type quickly, but the combination of
waiting for the message to appear, reading and comprehending it, then
typing in a response means that a 1-second advantage is nothing at
all.
Post by C***@gmail.com
prime
-----
sympathetic link (shortcut to reach an object even when in another
room)
drain (drains mana from objects or corpses)
infuse (saves mana in objects)
meditate (regenerates mana)
forces
------
darkness (makes rooms dark, or objects invisible).
light (dispells darkness)
heat (starts fires)
cool (prevents fires, and slows people down by giving them frost
bite)
force (moves things in and out of room, or knocks people down, can
also be used to throw items at enemies).
fly (allows players to fly above the room, only being effected by
ranged combat).
storm (changes the weather in an area, or directs bad weather towards
another player)
life
----
create (create a monster)
harm (causes damage)
heal (heals players)
enhance abillity (changes attributes)
decrease abillity (changes attributes)
ressurect (raises the dead)
spirit
------
see spirits (see ghosts of dead players & monsters)
cast in / out (allows ghosts to interact with the environment)
ask of spirit (If a player casts a ghost in they can direct the
ghost)
out of body (a player can journey into the spirit worlds)
incarnate (allows a player who is out of body to observe as if another
player).
Good luck.
The Rev. Dr. Lt. Chaos Israel
2006-11-12 22:33:15 UTC
Permalink
Post by Ken Andrews
Post by C***@gmail.com
Here are the keywords I am looking for right now and what they actually
rec.games.frp.misc, rec.games.frp.gurps, rec.games.frp.dnd,
alt.games.whitewolf
Odd keywords.
These keywords indicate your base attack is a flame. Effect differs
slightly if you opponent is a Troll, a lamer, or merely a noob.

--
C.
Richard Clayton
2006-11-14 01:14:03 UTC
Permalink
Post by The Rev. Dr. Lt. Chaos Israel
Post by Ken Andrews
Post by C***@gmail.com
Here are the keywords I am looking for right now and what they actually
rec.games.frp.misc, rec.games.frp.gurps, rec.games.frp.dnd,
alt.games.whitewolf
Odd keywords.
These keywords indicate your base attack is a flame. Effect differs
slightly if you opponent is a Troll, a lamer, or merely a noob.
Also note that Charms with the Killfile keyword explicitly negate Troll
and Flamebait attacks.
--
[The address listed is a spam trap. To reply, take off every zig.]
Richard Clayton
"During wars laws are silent." -- Cicero
Sea Wasp
2006-11-14 18:39:36 UTC
Permalink
Post by Richard Clayton
Post by The Rev. Dr. Lt. Chaos Israel
Post by Ken Andrews
Post by C***@gmail.com
Here are the keywords I am looking for right now and what they actually
rec.games.frp.misc, rec.games.frp.gurps, rec.games.frp.dnd,
alt.games.whitewolf
Odd keywords.
These keywords indicate your base attack is a flame. Effect differs
slightly if you opponent is a Troll, a lamer, or merely a noob.
Also note that Charms with the Killfile keyword explicitly negate
Troll and Flamebait attacks.
Not if the Troll has Evasion.
--
Sea Wasp
/^\
;;;
Live Journal: http://www.livejournal.com/users/seawasp/
phoenixpaw
2006-10-18 12:00:25 UTC
Permalink
Post by C***@gmail.com
I'm running an enCore MOO on my server. A MOO is designed to be a
multi-user object oriented programming environment similar to a MUD,
and the enCore code provides a web based graphical layer to the system.
I'm modifying the core of the enCore database, to increase its
functionality and have been writing a game system into the MOO. I'm
calling it CARPS, for Computer Automated Role Playing.
rest snipped for breviety.

If you really want a computer automated roleplaying system I have but
one thing to say:

PROGRESS QUEST

It's the most computer automated roleplaying I've ever encountered. You
don't even have to seek out adventure, because -everything- in the game
is automated. All you have to do is to start it up (and close it down).
p***@ideastakingshape.co.uk
2006-11-09 12:32:09 UTC
Permalink
Post by C***@gmail.com
If I typed: "I lunge at fido with a fast arcing slash." , the game
would interpret this as a specialized sort of attack. And depending on
the combat style I am using that round, and the combat style fido may
be using, the MOO would then calculate the messages resulting from
this. Fidos attempt at a doge or parry, if my attack was successful
and the damge I would do.
Here are the keywords I am looking for right now and what they actually
stab, thrust, jab
As soon as players figure out how the keywords work, wouldn't they
rewrite
'I lunge at fido with a fast arcing slash'
as
'lunge fido'
or
'lunge fido slash'

If they can shorten the typing, and reduce the time taken to launch an
attack, why would they ever type in a longer description? Aside from
the novelty value, and the few perverts who want to specify where they
stick things in poor fido, of course.
I'm not seeing the attraction to the player for this feature.

Also, do other players in the same room see the messages that the
players generate?
Its one thing to allow players to 'emote' or 'say' potentially rude,
disgusting or unsavoury things, but when the game seems to encourage it
by parsing it, its a new ball game. Particularly if the text results
of your actions are based on your input.
You may find that you have to introduce some kind of filter, or manual
reporting system, if you consider this an issue, which a whole nother
problem.

Phil.
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