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Topics - Lash

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16
Dead Souls Support / Overlapping armor types and increased damage
« on: December 19, 2008, 07:49:34 PM »
This may be old hat to some, but it appears that overlapping armor types cause increase in damage from an attacker.
Here is a log from whacking the dummy  wearing a shield (armor type A_SHIELD) and bracers (armor type A_CUSTOM with restrictions on "right arm" and "left arm"). When worn separately no problem. When worn together I get this:
 
Dummy says in English, "I receive damage from fighter. Damage type is BLADE,
    raw damage is 204, body part(s) affected: right hand."
Dummy says in English, "Actual damage done: 197."
Dummy says in English, "Protection due to armor: 7."
Fighter pricks Dummy lightly in the right hand with his sharp sword.

A_SHIELD protects hands. Bracers do not.

And in the same round of fighting:

Dummy says in English, "I receive damage from fighter. Damage type is BLADE,
    raw damage is 160, body part(s) affected: left arm."
Dummy says in English, "Actual damage done: 305."
Dummy says in English, "Protection due to armor: -145."
Fighter pricks Dummy just barely in the left arm with his sharp sword.

A_SHIELD protects arms as well as A_CUSTOM with "arms" restrictions.

Interestingly, "torso" protection is negated.

Any ideas?

Lash

17
Design Lab / Genetics
« on: December 04, 2008, 06:41:05 AM »
Two concepts that really turned me on to Dead Souls are the use of genetics and infectious diseases.

I was interested in expanded these ideas. If this has been done or discussed elsewhere please point me in the right direction.

As far as genetics, I would like to get some input about the idea of inserting "code" into the player object that determines physical appearance as well as abilities. Specifically, I was thinking along the lines of having actual "genetic material" in the form of DNA that when "read" would determine the appearance of eye color, for instance.

The player object would include code for eye color such as:

ATG GCC CCT AGA GGT GAG CGC ATA CTA TTT TAG which determines the corresponding amino acid sequence:

MAPRGERILF*

One gene (33 nucleotides) coding for a ten amino acid protein that determines grey eyes.

Deviations from the nucleotide sequence could result in shades of grey. Furthermore, since the genetic code has some redundancy, changes at the DNA level may not affect grey color at all since the amino acid sequence would be identical. For example,

ATG GAC CCT AGA GGT GAG CGC ATA CTA TTT TAG would still result in the MAPRGERILF* aa sequence

however

ATG GAC C CCT AGA GGT GAG CGC ATA CTA TTT TAG would result in the MDPRGERILF* aa sequence and have an affect on the shade of grey.

The above is critical because ultimately changes in DNA sequence may result in a change to the protein or not. Functionality of the protein could be affected from minor to the point of being nonfunctional. For instance, if a stop codon in the DNA (TAG in this example) is introduced in the middle of the protein the creature may very well become blind.

These are simple examples to illustrate a point. A major omission is the role of RNA in the translation process of DNA to protein and may not be relevant in a MUD universe.

When a player develops a character at login they are able to choose phenotypic traits such that the DNA sequence defining those traits are included in their player object. Other traits would be hidden from the player, such as those that determine stats and abilities.  A drawback would be that one would have to design a gene for each trait specified and has the potential to become quite cumbersome. But the neat thing is that one could develop certain programming rules that result in phenotypic changes based on  random DNA sequence changes. That might be a pretty big database.

Now, if this is possible, imagine the use of infectious agents, such as a retrovirus, that could infect a player and alter the genetic sequence resulting in phenotypic change. Or, better yet, players developing technology to change their own, or others, DNA sequences.

Thoughts appreciated.

Lash



   

18
Design Lab / Lib Port
« on: December 02, 2008, 11:24:14 AM »
Hello,

I'm pretty new to the Dead Souls mudlib. Thanks to Cratylus for releasing Dead Souls to the community and others for being so active and helpful.

You've probably seen me running Dead Souls on the mudlist listed as WinBlows, WinBlows Portable, and LibPortTest. These three represent Dead Souls up at home on the XP box, elsewhere on an XP box booted from a flash drive (Portable), or working with Dead Souls on a Ubuntu box (LibPortTest).

My project is porting the diku library form the DIKU-ALFA release to Dead Souls. This may be stoopid and redundant,
but most of all it is kind of a sick joke :p. But, diku is a mud that I'm familiar with and makes learning Dead Souls a little easier (I think). I've coded for a diku mud in the past but LP's are so much more flexible in my opinion - thus the switch.

I plan on releasing the lib when I'm finished to anyone who is interested in taking a look at it. Questions, comments, ideas, etc. are welcome. I'll keep an update here periodically to let you know how I'm progressing with this.

So far I have 2 out of 23 zones completed.

Lash

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