Beginning discussion

by Estarra

Back to Project L.

Daganev2005-03-09 03:10:21
oh sorry, I wasn't talking about the button font. I ment if you make the output window font smaller you have more room for buttons. If you use say, Arial instead of Couriour. ofcourse wounds looks funny when you do that, but I don't think thats such a big deal.
Singollo2005-03-09 06:36:23
Ok, I think we should aim for to preserve the user's default settings as much as possible, its simply unfair to force someone to change their settings to adapt to something like this.

Another thing regarding the project, we all have a lot of good ideas. Some have more experience doing this than others, some people are better coders, some are better graphical artists/editors, and some are better leaders and coordinators. I'd like to see a little bit more coordination and thought going into this, as well as a little time for more interested parties to join in before leaving them in the dust.

Basically what I'm asking is that there not be too many cheifs and not enough indians, as well as a little more planning time going into this. I'd like to see it proceed one step at a time and feel that it will be more successful if it is well coordinated.
Murphy2005-03-09 06:53:00
I'm more than happy to be an indian here, I'm a lot better with actual coding rather than the graphical stuff.

I think if we have it cure, it should be a basic curing system, with the affliction and cure messages in seperate classes.

IE have a cure_herb_list and each affliction gets added in as it comes along, and cured in that order, same with cure_purgative_list and cure_salve list.

Maybe a bit of aeon but we should keep it simple, so those receiving it can improve it on it to suit themselves.

or we could do it ACP style and have variables rather than afflictions. But like i'm just throwing ideas around here, I'm more than happy to code whatever ideas are given to me
Singollo2005-03-09 07:00:05
Personally, I don't want to see a curing system go in early. Even a basic one is a decent amount of work, and beyond the scope of what I get the impression this project should be at first.

At most I think we should track the critical afflictions (Paralysis, Restricted smoking, Bound, Stunned, Can't Outr, or even simpler), and simply have them update via %btnimage or %btncolor, or a list.

A big reason why I would be hesistant to do a full blown tracking system, much less a full blown (albeit simple) curing system is the amount of triggers that would have to be included in this. We'd have to include a full range of triggers for each thing we want to do since it is simply impossible to modify someone else's triggers.
Daganev2005-03-09 07:05:06
Aye, I imagine this is just for the interface. i.e buttons and such.

I have heard from some peole that they would not want an over cluttered interface.

I've been trying to write a script to keep track of my skills and percentages and such, and make it so that it would work with any set of skills (assuming a few triggers based on the choose skill commands) but its harder than I thought it would be. Especially since you won't always be asking the same teacher your skillranks, and the teacher doesn't tell you which skill your asking about. I assume you can trigger on a "on input" thing but I'm not skilled enough to use that propperly.
Singollo2005-03-09 07:21:28
QUOTE(daganev @ Mar 9 2005, 03:05 AM)
I've been trying to write a script to keep track of my skills and percentages and such, and make it so that it would work with any set of skills (assuming a few triggers based on the choose skill commands) but its harder than I thought it would be. Especially since you won't always be asking the same teacher your skillranks, and the teacher doesn't tell you which skill your asking about.  I assume you can trigger on a "on input" thing but I'm not skilled enough to use that propperly.
69212



Regarding this, I've seen a script somewhere, I don't remember if it was on this site, a system I've downloaded, or an Achaean site, but I'll try to find it. It definitely can be done, at least to an approximation and definitely has its place in an interface, at least in my opinion.

One idea I've been swirling around is that of different specalizations of interfaces. Some people wouldn't want to see their skill lists, while some wouldn't want to see afflictions and wound status. Perhaps we could make different panels, like a general character one, and then a variable panel, that could be non-combat or combat depending on the users preference.

One thing I would like to hear is Estarra's ideas and preferences on the project, as well as where she'd like to eventually see it go.



Eldanien2005-03-09 08:03:09
Well... I'm here for Project M. I'll just be reading here, so I know what I should be doing over there.
Unknown2005-03-09 08:51:35
QUOTE(Singollo @ Mar 9 2005, 08:21 PM)
Regarding this, I've seen a script somewhere, I don't remember if it was on this site, a system I've downloaded, or an Achaean site, but I'll try to find it. It definitely can be done, at least to an approximation and definitely has its place in an interface, at least in my opinion.
69215


That'd be Zarquan/Larkin's script, here (slightly modified):

CODE
#CLASS {Skills}
#ALIAS skills {
 #SHOW {}
 #SHOW {%format( "&s&15s&s&15s&s", "Skill", " ", "Level", " ", "Lessons to go")}
 #SHOW {%repeat( "-", 60)}
 #LOOPDB @MySkillPercents {#SHOW %key%repeat( " ", 20 - %len( %key))@SkillLevel(%key)%repeat( " ", 20 - %len( @SkillLevel(%key)))%format( "&3.0n / &3.0n (&5.0n)", @SkillLevelRemaining(%key), %db( @SkillLessons, %db( @MySkillLevels, %key)), @SkillTotalRemaining(%key))}
 }
#ALIAS learn {
 ~learn %-1
 #VARIABLE Teacher %4
 }
#VARIABLE MySkillPercents {}
#VARIABLE MySkillLevels {}
#VARIABLE SkillLevel {%db( @MySkillLevels, %1)}
#VARIABLE SkillLevelRemaining {%eval( %db( @SkillLessons, @SkillLevel(%1)) - (%db( @SkillLessons, @SkillLevel(%1)) * @SkillPercent(%1) / 100))}
#VARIABLE SkillPercent {%db( @MySkillPercents, %1)}
#VARIABLE SkillTotalRemaining {%eval( %db( @SkillTotalLessons, @SkillLevel(%1)) - (%db( @SkillLessons, %db( @MySkillLevels, %key)) - @SkillLevelRemaining(%1)))}
#VARIABLE SkillTotalLessons {}
#VARIABLE SkillLessons {}
#VARIABLE Teacher {} {}
#VARIABLE BaseSkills {}
#TRIGGER {You appear to be (%d)~% of the way} {}
#CONDITION {in the skill of (%w).} {#ADDKEY MySkillPercents %db( @BaseSkills, %1) %t1} {within|param=1}
#TRIGGER {Common Skills%sRank%sPool} {#T+ Skills|Update}
#TRIGGER {Your skill in (%w) has risen to (%w).} {#ADDKEY MySkillLevels %1 %2}
#CLASS 0
#CLASS {Skills|Update}
#TRIGGER {^(%w)%s(%w)%s%w$} {#ADDKEY MySkillLevels %1 %2}
#TRIGGER {To see your abilities within each skill} {#T- Skills|Update}
#CLASS 0
#T- Skills|Update

Not sure how that'd work, I haven't used it in a while.


Daganev2005-03-09 10:12:10
pah, if only I knew how to move individual posts. Put scripts in the script thread tongue.gif That way we can find them later.
celahir2005-03-09 11:28:48
I have a script for the score that will take all the information from it and gag it so no one even realises it was there. Ill post it when i get to my home computer.
celahir2005-03-09 11:30:59
Also I dont thing curing should be included at all maybe echos that would help with manual curing but nothing else as otherwise we'll end up with a bunch of novices running around thinking their great curers, cocky newbs are enough we dont want to encourage them. Plus part of the fun of Lusternia is learning to make your own systems, we dont want to spoil it for people.
Daganev2005-03-09 12:28:45
oooh nice, when you post the script in the script section can you stick in an option so they can see the score if they want to?
celahir2005-03-09 18:11:59
Yup done and done.
score_gag is used by the system while the normal score alias stays the same.
Raan2005-03-09 18:56:57
The author of the ACP is actually Seren wink.gif
Thorgal2005-03-13 10:24:49
I'm back in Lusternia for good, so I offered helping with the project.

That said, I think we should keep our vision for the end product simple and pretty, and put the emphasis almost entirely on graphics, not functionality, because that'll just put us in front of way too many problems.

People use different prompt configurations, so tracking balance, equilibrium, kafe, blindness, deafness, armbalances and hinderance is out of the question. There's also no point in providing a basic curing, it'll just turn out buggy, spammy, wasting and after a bit, redundant, it's better to help people build their own curing inside the zmud file we're designing.

People like borders and frames, so I suggest we design graphics for thin borders on the left and right, a bit like my own interface, but much, much thinner, cause my own font is size 7. Then a bar on the bottom that'll provide some minor info like targets. (I think we can easily make a universal scripts dealing with multiple targets, I'll post the script later on).

Though there's different prompt configurations, health and mana always stay on the same locations, i.e. first and second, so we can put a gauge for health and mana within either the left or right borders.

Then the tracking of the time with a moon and sun icon will work nicely too, even though you can't see the verbose if you're indoors, we'll make it update using TIME and the verbose you see otherwise.

The tracking of the wounds is also very universal, and the wounds skill in discernment is accessably with like 7 lessons, so we can easily put in a stylish wounds diagram, I'll provide my script for the tracking of it through WOUNDS, applying health and casting puer. I suggest for the theme of the diagram we use a shadowy, robed person, cloaked in black robes, without a face visible, and without it showing to be male or female, the little buttons showing the wound number would be black, so the buttons themself are unseen on the background of the black robes, only the numbers, which'd be green when healthy, red when dropping below 65, I'll provide the script for that too, in the tracker.

There's also no point in displaying skills, credits, lessons, stats or other scores, since too many class-specific skills affect them, and typing score or stat isn't that hard. We'd need to somehow link zmud with the lusternia hardcode, and that's not gonna be pretty, if even possible, no option in any case.

What also is gonna be very attractive, is an autosipper working with the gauges, and buttons that allow to switch sipping off and on, and eating sparkleberry off and on, and a tiny multistate button to set the range at which point it starts sipping, untill it reaches a value above that point again. This'll be very popular I think, hardcore pk'ers can easily integrate states like being asleep, stunned, onconscious and anorexia into it on their own, or with some help.

Next I propose a little script that takes care of insomnia, everyone has it anyway, and a button and switch that allows a choice of whether to keep it up when it is/goes down or not, is very easy and basic.

Providing too much curing is very bad, but sometimes people struggle with paralysis while bashing or fighting, so we can provide a script for focusing body (which ignores impatience), which starts focusing body when you're paralysed, but never focuses twice in a row, or focuses before paralysis is cured, i.e. even in spam it'll just focus a single time and cures paralysis.

I don't think we need more scripts than this, unless someone else has some good suggestions, the rest should be just eyecandy and graphics, a little painting-like picture theming Lusternian history, maybe one displaying Avechna's Peak.

For the theme of the borders and bitmaps I actually suggest three, and later on even more, one generally themed for each Magnagora, Celest and Serenwilde, of course people can choose which one to get, but I'd make a dark and black/silver with red one like my own for magnagora themes, a white and silver one with white fog and silver mist, radiating for Celest's themes, and a leafy treehuggerish one like Singollo's for Serenwilde, later we'll make a firey one for Gaudiguch and a sky-blue, windy one for Hallifax, Glomdoring and serenwilde can use the same, too stupid making two leafy themes, trees are trees.

That's all we need in my opinion.
Daganev2005-03-13 10:51:34
QUOTE(Thorgal @ Mar 13 2005, 02:24 AM)
Then the tracking of the time with a moon and sun icon will work nicely too, even though you can't see the verbose if you're indoors, we'll make it update using TIME and the verbose you see otherwise.

The tracking of the wounds is also very universal, and the wounds skill in discernment is accessably with like 7 lessons, so we can easily put in a stylish wounds diagram, I'll provide my script for the tracking of it through WOUNDS, applying health and casting puer. I suggest for the theme of the diagram we use a shadowy, robed person, cloaked in black robes, without a face visible, and without it showing to be male or female, the little buttons showing the wound number would be black, so the buttons themself are unseen on the background of the black robes, only the numbers, which'd be green when healthy, red when dropping below 65, I'll provide the script for that too, in the tracker.

There's also no point in displaying skills, credits, lessons, stats or other scores, since too many class-specific skills affect them, and typing score or stat isn't that hard. We'd need to somehow link zmud with the lusternia hardcode, and that's not gonna be pretty, if even possible, no option in any case.

That's all we need in my opinion.
72098



Hate to disagree with you here, but first, not everyone will have puer, or will every charachter be able to afford the mana cost of puer.

Second, theres no need to link zmud to the lusternia hardcode for stats, and the fact that stats change a lot is exaclty the reason why I would want stats on my interface. Truth be told, bout the only thing I do use my interface for is stats and score related issues, and a few basic statistics because I like to to be able to just glance at it and not spam myself.

Thirdly, wouldn't it be easier to base the time and day off of the world emotes that show up when the time of day changes, as well as the TIME command, than using the verbose settings? Esepcially since those world emotes show up no matter where you are.
Thorgal2005-03-13 13:58:35
World emotes was actually what I meant with verbose, my mistake.

As for puer, I have no clue about your issue with it, it's not auto or anything...if you use it, the wounds will track when you cast it, if you don't use it...then you don't, there's no difference.

I also thought we were looking for a universal interface, not a personal one, if you want stats that badly, you can put them in your version, hell I have them in my own as well, but not everyone wants whole bunches of distracting letters and numbers all over their screen.
Unknown2005-03-13 15:27:55
*raise hand* I don't want my stats on mine. But if somebody could tell me the skillset and what rank lichdom is that'd be nifty keen. If it's trans etc. etc. it isn't going to be VERY important.

CODE

PATTERN: AT LOGIN
VALUE: A SCRIPT THAT CHECKS SCORE; STAT; TIME (CHECKTIME) and gags it all
ALIAS: CHECKTIME
VALUE: A nifty script to gag all of the TIME (I'm bad with gagon etc.); #ALARM +300 {CHECKTIME}
PATTERN: TIME OF DAY CHANGE
VALUE: CHECKTIME (I think this is a safer bet than depending on triggers to change all your variables, things get messy sometime, but relying off triggers won't be the end of the world)


As for displaying time, we can do a multistate and I can photoshop up an image for each time of day (sunrise, morning, noon, evening, dusk, night, midnight, etc.) and it'll change at each time. I'm just thinking %btnimg.

And speaking of that, what's the way to make a button not get the pop-out feel when your mouse hovers over it. I currently have explorer style on, but still when my mouse goes over it it acts like a normal button. If I turn it into a seperator (which doesn't do this) the image ONLY appears when my mouse is over it, after that it's just a big grey block. Any suggestiosn?
Thorgal2005-03-13 16:21:01
I just trigger

"As the sun passes below the horizon's edge, Mother Night unveils *"

to change my day|night button to show a nifty moon, and

"The sky lightens and stars fade as Father Sun approaches the horizon *"

to change it to a nifty sun. Then I got the various lines from the TIME command to update it when I was indoors and didn't see the emotes, or just logged on.

You could of course use a different bitmap for every change and use timers for the states that don't have world messages.
celahir2005-03-14 11:47:56
QUOTE(Thorgal @ Mar 13 2005, 10:24 AM)
Then a bar on the bottom that'll provide some minor info like targets. (I think we can easily make a universal scripts dealing with multiple targets, I'll post the script later on).
72098



I have a button system that controls up to 9 targets. Ill post it in the script place later and we can compare. biggrin.gif