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darksources

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Posted by Wifidi   (14 posts)  [Biography] bio
Date Fri 27 Apr 2012 01:12 PM (UTC)  quote  ]
Message
I've successfully added ITEM_DARKNESS as an item type to Murk++1.7. A darkness spell is not far behind. Conceptually, darksources should only prevail when higher level than light sources -- something I haven't implemented. For example, allowing darksources to prevail in daylight seems quite a stretch of imagination or powerful sorcery. Then again, it might simply be the other side of the coin to allowing lightsources to prevail against darkness. To me, the next step is deciding if the highest level source wins, or whether they aggregate. At my current level of coding, my decision is irrelvant. The mod is posted at mudbytes.net code repository/DIKU/Merc darksource item Murk++.
In my opinion, ideas relating to ideas like this can't be someone's intellectual property. They're meant for people to go to town with, so to speak, because of their obviousness.
Related to this are spells, or items that cast spells, to darken items, causing needing infravision to see them. I believe that's what ITEM_DARK denotes in Murk++. Ideally logic obviates semantics: "Not all darksources require infravision to see, not all things requiring infravision to see are darksources." It's more fun to say "some dark darken, some darkening are dark."
I appreciate participating here and am really starting to regret shooting pool while registered as a computer science major. People I've become familiar with via forums and post sites can no doubt have full implementations of darksources up in a jiffy.
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Posted by Wifidi   (14 posts)  [Biography] bio
Date Reply #1 on Fri 27 Apr 2012 01:17 PM (UTC)  quote  ]
Message
Wifidi said:

In my opinion, ideas relating to ideas like this can't be someone's intellectual property.

Whoops! Ideas like darksources can't be someone's intellectual property. I edited backwards, missed it and printed something assinine.
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Posted by Wifidi   (14 posts)  [Biography] bio
Date Reply #2 on Fri 27 Apr 2012 07:39 PM (UTC)  quote  ]
Message
One strategy to allow non-light source eq to cause darkness even when running room to room is assigning its owner an affect flag like AFF_DARKENING, then programming a check for the coming or going of that flag during entrances and exits.
Of course tying a property only to the object is purer, except it requires checking through everyone's eq.
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Posted by Wifidi   (14 posts)  [Biography] bio
Date Reply #3 on Wed 16 May 2012 05:57 AM (UTC)  quote  ]
Message
Wifidi said:

One strategy to allow non-light source eq to cause darkness even when running room to room is assigning its owner an affect flag like AFF_DARKENING, then programming a check for the coming or going of that flag during entrances and exits.
Of course tying a property only to the object is purer, except it requires checking through everyone's eq.

With code like Tyche's C++ Merc Murk++, Rooms are objects with a variable called 'light'. Light v. darkness competitions are as easy as adding to or subtracting from that variable when mobiles enter or exit with, or equip or unequip light or dark sources. Mobile level, item level or both can be used in the calculation. Making sunlight count as its own positive amount makes day tougher to darken than lit night.
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