Auto FirstAid

by Iosai

Back to Common Grounds.

Unknown2012-05-30 13:39:56
System for Flash client go.
Unknown2012-05-30 14:46:48
lolno.

Just.... No. Totally not worth it.
Daganev2012-05-30 15:26:56
While the flash client doesn't save settings very well, the nexus client does, but it doesn't have good import features... I'd really like a nexus client.
Lehki2012-05-30 15:44:06
Zarquan:

Sure, make a system for a client that hasn't been sold or supported in years, now used by maybe half a dozen people. Doing the support will be relatively easy, but I doubt you'll get more people joining the combat ranks this way. (As someone who's written a few systems for zMUD, I can tell you that sharing something of that size and complexity with others is a real pain.)

Note: please take this for the sincere, though tongue-in-cheek, comment that it is and not just a bitter remark. You're free to use whatever client you like best. A combat system designed for sharing would be best served on clients that are used by more people, is all I'm trying to say.
Well DUH. I didn't mean making a new public zMUD system, that would be stupid.

What I did mean that a community coding project is something I'd be happy to contribute to.
Unknown2012-05-30 16:08:58
I figured that's what you meant. :P
Rauhaur2012-05-30 16:14:52
I can't help but see Auto Firstaid as anything other than a good thing.

The various curing agent balances, the afflictions a character is affected by, and the curing goals of the character are still likely going to determine the ideal curing priorities for the individual player. Unless Auto FirstAid gets into serious customization territory, it will never replace a hand-tweaked setup. What it will do is allow the characters of new players to keep themselves alive a bit longer with the healing supplies that they are supposed to have some clue how to use.
Xenthos2012-05-30 21:40:33
Zarquan:

Sure, make a system for a client that hasn't been sold or supported in years, now used by maybe half a dozen people. Doing the support will be relatively easy, but I doubt you'll get more people joining the combat ranks this way. (As someone who's written a few systems for zMUD, I can tell you that sharing something of that size and complexity with others is a real pain.)

Note: please take this for the sincere, though tongue-in-cheek, comment that it is and not just a bitter remark. You're free to use whatever client you like best. A combat system designed for sharing would be best served on clients that are used by more people, is all I'm trying to say.

Rivius:

I think what he means is, if the community codes up something nice and makes it open source, people like him would have no trouble adapting it to his client.

Actually, I don't mean either of these; I mean that Lehki could keep his zMud system while still contributing to a project for everyone on another client, and use that other client for playing around / testing with. :P

zMud's not great for importing other languages into, and while you can have it call external programs... uh... on the whole it's better to keep it 'in house'. It's a bit obsolete and was designed before interoperability really became a big thing.

But you know what zMud has that no other system has yet been able to (successfully) import in a useful, workable manner? My map! *cling* (cMud was close, but importing zMud code into cMud is so * inefficient... ugh!)
Unknown2012-05-31 02:47:06
MUSHclient/Mudlet maps are better today than zMUD maps in many ways, so if that's your biggest reason...
Xenthos2012-05-31 03:34:45
Zarquan:

MUSHclient/Mudlet maps are better today than zMUD maps in many ways, so if that's your biggest reason...

Yeah, except you can't (easily) export the ones you've hand built over. If you're really, really attached to the one you built yourself and not someone else's...

I tried importing it to Mudlet, but it didn't work out at that time at least.

I am allowed to be nitpicky about at least a few things, and having a map that contains only the rooms I've explored is one of 'em!
Rivius2012-05-31 06:25:10
The website XML's are (almost) flawless though!
Xenthos2012-05-31 11:25:00
Rivius:

The website XML's are (almost) flawless though!

Except for containing a few rooms that I haven't been in and thus don't want on a map, you mean?

That's a pretty big flaw. :(
Unknown2012-05-31 11:38:39
My mapper script marks rooms as visited, so I know where I have and haven't been. You'd just need to know the proper vnums from your map to mark rooms on a new map, but I'm guessing you don't have that info.
Xenthos2012-05-31 21:22:17
Zarquan:

My mapper script marks rooms as visited, so I know where I have and haven't been. You'd just need to know the proper vnums from your map to mark rooms on a new map, but I'm guessing you don't have that info.

You're very correct; way back when I started this project, vnums weren't really accessible. Most of my rooms predate them, and zMud doesn't really have a great way to update the mapper with them (to my knowledge, at least).

My plan for the Mudlet map was to have it import the rooms, and then update vNums as I walked around (confirming the correct room via a click or something); unfortunately, on the import, it inserted all of the zMud room numbers as the vNums.

This led to some rather awkward teleporting effects. :P
Unknown2012-06-01 17:00:54
Xenthos:

My plan for the Mudlet map was to have it import the rooms, and then update vNums as I walked around (confirming the correct room via a click or something); unfortunately, on the import, it inserted all of the zMud room numbers as the vNums.


Very easily accomplished, to be fair.

Edit: Just needs somebody with both the know-how and the inclination.
Xenthos2012-06-01 23:48:37
Draylor:


Very easily accomplished, to be fair.

Edit: Just needs somebody with both the know-how and the inclination.

Yeah, I'm pretty sure that I could have figured that part of it out.

Trying to deal with fixing the mapper so it would recognize movements by cardinal directions if it didn't have a vNum, and getting it to import the rooms without putting the zMud numbers as said vNums, was a bit too much for me to consider with timing constraints. If I move, I need the map to be working at at least its current level of functionality from the start.

So, maybe someday!
Unknown2012-06-06 00:46:44
So how is this coming along? What's it like to use, are there things like delays and how long are they, and does it cure deep wounds?

For me the worst part of trying to make a system was attempting to collect all of the warrior messages for applying health, so the last part is of particular interest to me.
Lilia2012-06-06 01:08:56
Curing in discipline, the server side sipper, already does deepwounds. It is not restricted to arena use like autoaid is.
Unknown2012-07-29 05:56:45
Any news on this? :D
Sior2012-07-30 23:33:44
It's currently being worked on. :)

Suggestions may be solicited in the not too distant future.
Unknown2012-08-05 06:28:47
I've noticed two things that I'd like to comment on. Forgive me if I'm putting this down too early but I already wrote it before thinking that maybe I should wait...

First, autocuring ticks fairly slowly. This makes it inferior in most ways to making a system with firstaid curequeue. Second, you guys never finished adding in all of the affliction messages to make using firstaid curequeue a reliable choice. Between the two it's kind of meh.

Regarding the first point, combat in Lusternia largely revolves around either using random or hidden afflictions (or some combination of the two) or overwhelming perfect healing in order to get a kill, so I don't agree with having autocuring tick slowly in this game. I think you will see more people trying to PvP if they can be confident that it's their decisions which will impact their success and not their system.

Regarding the second point, I would expect the point of autocuring to be to replace using standardized affliction messages with firstaid curequeue. Yet if firstaid curequeue doesn't have all the affliction and cure messages to work with in the first place, you end up being forced to choose between two bad choices, one is slow and the other misses afflictions entirely. I don't think that will be appealing to people. If autocuring isn't going to tick quickly then firstaid should be able to take advantage of having all of the affliction and cure messages present.