Shrine System

by Lisaera

Back to Common Grounds.

Nico2006-04-16 06:43:54
QUOTE(Ixion @ Apr 16 2006, 02:13 AM) 279667


26, actually.



Right, I keep forgetting that aetherways room.

And can one of you Mags test the cubix thing? Cause I know you bunch have got tons of those just laying around...
Unknown2006-04-16 11:01:41
I can't beleive I'm the only one who's noticed this.

When you see a "shrine is nearby" message, it looks like this, in yellow.
CODE

a shield shrine of Terentia nearby.


Complete with space at the beggining, wierd capitalization, and bad grammar!
You see the problem.
EDIT: Whoops.
Shamarah2006-04-16 11:02:37
There's a shield shrine at the Pool, silly.
Lisaera2006-04-16 14:31:19
Actually I noticed the problem with the two-room invulnerability as soon as I released the system, it was the product of me literally deleting all shrines code and starting over entirely from the old system, so I was mainly thinking about how to get everything working together smoothly.

With this in mind I think it would probably be better to change it to a sanctified room cannot be defiled if ALL its exits go on to other sanctified rooms, so you can only defile rooms that have an open exit. Problems?
Shayle2006-04-16 14:46:31
QUOTE(Lisaera @ Apr 16 2006, 10:31 AM) 279693

With this in mind I think it would probably be better to change it to a sanctified room cannot be defiled if ALL its exits go on to other sanctified rooms, so you can only defile rooms that have an open exit. Problems?


This should fix the problem. Thank you!

(Love the changes, by the way smile.gif )
Shamarah2006-04-16 14:47:43
Couldn't you just use whatever it is that you use to determine when a demesne can be broken?
Xavius2006-04-16 15:01:43
QUOTE(Lisaera @ Apr 16 2006, 09:31 AM) 279693

Actually I noticed the problem with the two-room invulnerability as soon as I released the system, it was the product of me literally deleting all shrines code and starting over entirely from the old system, so I was mainly thinking about how to get everything working together smoothly.

With this in mind I think it would probably be better to change it to a sanctified room cannot be defiled if ALL its exits go on to other sanctified rooms, so you can only defile rooms that have an open exit. Problems?


That would allow for the shrine area to be split into two. I agree with Sham here. Why can't we use just reuse the demesne code?
Unknown2006-04-16 15:10:51
I thought you guys hated Demesnes?
Xavius2006-04-16 15:14:10
QUOTE(Phred @ Apr 16 2006, 10:10 AM) 279703

I thought you guys hated Demesnes?


I don't. However, even if I did, reusing demesne code does not, in turn, make shrines into demesnes. Demesnes just happen to have a very common-sense process behind forming and breaking them.
Nokraenom2006-04-16 15:40:40
QUOTE(Phred @ Apr 16 2006, 09:10 AM) 279703

I thought you guys hated Demesnes?


A common misconception given by a very vocal segment of the playerbase. There's quite a few people who like demesnes, or have mixed feelings about them. There are cases where I like them (general combat, defending territory, fighting against larger groups), and cases where I don't (village influencing).

The demesne code would be a sound and logical way to effect the changes to shrine influence and destroying sanctified areas.
Shamarah2006-04-16 15:50:20
Most of us do, yes, but using the demesne-code for the shrines makes more sense than adding in completely different mechanics, and the demesne system has a fairly intuitive method of breaking and melding.

Most of us do, yes, but using the demesne-code for the shrines makes more sense than adding in completely different mechanics, and the demesne system has a fairly intuitive method of breaking and melding.
Vesar2006-04-16 17:16:36
I'm told Distort does stop cubix... if this is true, I move that that be removed. I paid lots of money for this thing, and I want to be able to use it. I know others feel the same.
Ixion2006-04-16 17:55:18
QUOTE(Lisaera @ Apr 16 2006, 10:31 AM) 279693

Actually I noticed the problem with the two-room invulnerability as soon as I released the system, it was the product of me literally deleting all shrines code and starting over entirely from the old system, so I was mainly thinking about how to get everything working together smoothly.

With this in mind I think it would probably be better to change it to a sanctified room cannot be defiled if ALL its exits go on to other sanctified rooms, so you can only defile rooms that have an open exit. Problems?


So if 100% of an area is shrined with say 2 shrines, the rooms where the differing shrine areas meet would be considered an 'open exit' correct?
Xenthos2006-04-16 18:17:27
QUOTE(Ixion @ Apr 16 2006, 01:55 PM) 279723

So if 100% of an area is shrined with say 2 shrines, the rooms where the differing shrine areas meet would be considered an 'open exit' correct?

You can't actually sanctify the border between two areas. So you can't get quite 100%.
Ixion2006-04-16 18:43:22
Sure you can, on an area that has no border, like Celestia/Nil.
Xenthos2006-04-16 18:48:22
QUOTE(Ixion @ Apr 16 2006, 02:43 PM) 279732

Sure you can, on an area that has no border, like Celestia/Nil.

No, I mean, you can't sanctify the border between two Shrine-sanctified areas. Let's say you have the following area... R is a War Shrine, S is a shield shrine, and X is uninfluenced.

R - R - X - S - S. You CANNOT sanctify the X, because it's the border between two different shrine influences.
Lisaera2006-04-16 19:01:28
Yes, what Xenthos said. The way room sanctifications work is designed to leave a buffer between sanctified areas.
Ixion2006-04-16 19:05:06
Gotcha, thanks.
Xenthos2006-04-16 19:06:38
By the way- is the sanctify / defile from non-ground elevations supposed to happen? Because... it's a real nuisance if so.
Daganev2006-04-16 19:32:39
It use to be that when you sanctified or defiled a shrine it would let you know if you hit the next 'level'.. it would be nice if the room description let you know if the place was at max level or not.