Brand MU Day
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Register
    • Login

    What is a MUSH?

    Scheduled Pinned Locked Moved Game Gab
    52 Posts 15 Posters 3.3k Views
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • FaradayF
      Faraday @Polk
      last edited by Faraday

      @Polk said in What is a MUSH?:

      @Pavel I don’t think I agree with that. The most natural way softcode is useful is to [run code()] in a desc.

      You’re approaching a problem (wanting to put “code” into descs) with a particular solution already in mind (softcode). But that solution has a lot of baggage and risks.

      If you take a step back and ask why you want to put code into descs, you might find that the uses are far narrower than you imagine and can be solved in different ways.

      For example, Ares doesn’t have placeholder objects, but mostly people use those for things like rings and signs. Instead it offers a robust details system that can add those kinds of descs to rooms and players with a simple command. Most of the code people put into room descs is to adjust for time of day and such. Ares does that via the “vista” commands.

      Now maybe your game’s needs are unique and you really do need softcode. Or maybe you just want to do it for the fun / technical challenge. In that case go for it.

      All I’m saying is that the plethora of games running on Evennia and Ares without softcode challenges the assumption that softcode is essential for MUs.

      1 Reply Last reply Reply Quote 6
      • somasatoriS
        somasatori
        last edited by

        How important is the character description anymore? I am assuming you will have a website with character details given the web injection requirements for sheet/notes/etc. (and just how Evennia works). Player trends have been going in the direction of looking at wiki pages/personal pages for an idea of what a character looks like for over a decade now.

        On the anecdotal side, lately what I’ve usually seen are people posing their outfit of the day in their opening pose.

        I use multidescers myself, so no shade towards writing static descriptions, but it seems to be less of a trend to write many static descriptions. Although you said that you don’t have any stated timeline for opening, it’s still best not to add undue additional work unless, like Faraday said, you really want to go for the fun / technical challenge.

        they/them

        PavelP 1 Reply Last reply Reply Quote 0
        • PavelP
          Pavel @somasatori
          last edited by

          @somasatori said in What is a MUSH?:

          How important is the character description anymore?

          I can tolerate a lot of evolutionary bullshit that comes with changing times, but if we’re doing away with reading and writing in a text-based game, that’s where I draw the line.

          He/Him. Opinions and views are solely my own unless specifically stated otherwise.
          BE AN ADULT

          somasatoriS 1 Reply Last reply Reply Quote 1
          • somasatoriS
            somasatori @Pavel
            last edited by

            My point was aimed at the cost/benefit of coding up a multidescer so people can have several clothing descriptions pre-loaded versus them just writing ‘today so and so is wearing blah blah’ in a pose, not to remove descs entirely.

            they/them

            FaradayF 1 Reply Last reply Reply Quote 0
            • FaradayF
              Faraday @somasatori
              last edited by

              @somasatori You don’t need softcode, let alone player-created softcode, to have a multi-descer. Ares has one built-in. I don’t know if Evennia does, but I’m certain you could add server-side Python game commands for it there too.

              1 Reply Last reply Reply Quote 2
              • TributaryT
                Tributary
                last edited by

                I think with Ares, I’d compare the engine to hardcode and the plugins to softcode. But even then, I’ve never found much use for personal commands with Ares or Evennia.

                If you want to do your own alias for a command and you can’t convince an admin to add it for you, you can use your client. If you want to charge what commands you run on login, there is already a command for that. Outfits and multi descers are also already there.

                FaradayF 1 Reply Last reply Reply Quote 0
                • somasatoriS
                  somasatori
                  last edited by

                  @Faraday Fair enough, I might have been reading this incorrectly or inferring, but I was under the assumption that the ‘code in descs’ conversation was about multidescing on Evennia, and he was trying to figure out a way to build it. Not too sure what other code would need to be added to address a pc description, I suppose.

                  they/them

                  GriatchG 1 Reply Last reply Reply Quote 0
                  • FaradayF
                    Faraday @Tributary
                    last edited by

                    @Tributary said in What is a MUSH?:

                    I think with Ares, I’d compare the engine to hardcode and the plugins to softcode.

                    You can make a very loose analogy, but plugins are lacking nearly all of the core traits that usually define “softcode”:

                    • The LISP-based MUSH Code scripting language itself
                    • The ability to create commands / systems live from the MU client command line
                    • The ability to for players to create their own personal code
                    • The distinction between “WHO” as the hardcoded command and “+who” as the softcoded version that exists in parallel

                    Same with Evennia’s Python code.

                    1 Reply Last reply Reply Quote 0
                    • GriatchG
                      Griatch
                      last edited by

                      Unsurprisingly, I agree with @Faraday concerning softcode 🙂

                      At least concerning Evennia, the FuncParser is indeed the closest we have moved to something similar to softcode, but it’s intentionally stopping at being a way to create advanced formatting solutions rather than offering the pieces needed to be turing-complete. As I also write in the documentation to it, one could in principle make some sort of LISP-like language using FuncParser (lots of parentheses, all functional programming), but it’s not something I plan to add to core Evennia at least.

                      As for a multidescer - yes Evennia has an optional multidescer contrib. I created one once people from another MUSH-heavy forum told me that this was one of the more common things MUSHers use softcode for. You can read about the Evennia implementation here: https://www.evennia.com/docs/latest/Contribs/Contrib-Multidescer.html

                      1 Reply Last reply Reply Quote 3
                      • GriatchG
                        Griatch @somasatori
                        last edited by Griatch

                        Sorry for double-post, catching up on some stuff in the thread.

                        @somasatori

                        As it stands, the multidescer contrib mentioned above will probably be easier for use as a multidescer (see link above). To be honest, it was created before the FuncParser (what is called ‘code in descs’ above) existed so it’s quite likely one could implement a multuidescer using the FuncParser too, haven’t tried.

                        The FuncParser is overall considerably more than just ‘code in descs’ though. It is a full, safe parser, for dynamically modifying strings based on situation or who sees them. You embed strings like $foo(arg, arg) and the return of these (Python functions you implement under the hood) will replace that position in the string. Descriptions are just one use case; another one is to implement ‘actor-stance emoting’, so that you can have your game systems send strings like "$You() $conj(smile) to $you(otherperson)" and everyone will see their appropriate strings (You vs your name etc). It’s used for prototypes and other places too.

                        somasatoriS FaradayF 2 Replies Last reply Reply Quote 3
                        • somasatoriS
                          somasatori @Griatch
                          last edited by

                          @Griatch Thanks so much for the information on the multidescer and clarification on FuncParser! I’ve largely not looked at the contribs folder/documentation, so I’m going to dig into that a bit.

                          they/them

                          1 Reply Last reply Reply Quote 1
                          • FaradayF
                            Faraday @Griatch
                            last edited by Faraday

                            @Griatch said in What is a MUSH?:

                            Descriptions are just one use case; another one is to implement ‘actor-stance emoting’, so that you can have your game systems send strings like “$You() $conj(smile) to $you(otherperson)” and everyone will see their appropriate strings (You vs your name etc). It’s used for prototypes and other places too.

                            I’m actually curious what use cases you’ve found for descriptions. I contemplated adding some substitutions like that to Ares and came up blank as to when anyone would ever need them. All I ended up doing was some simple center/right/left formatting.

                            I realize Evennia spans more of a gauntlet of game types, so maybe it’s more common in the RPI/MUD end of things.

                            Game systems (on the back-end) sending customized text in Ares is just done with locale strings - there are no special codes. But it doesn’t come up as much, since most system messages are OOC not IC.

                            desired output: Faraday has changed her stance to cover.

                            locale string: "%{name} has changed %{poss} stance to %{stance}."

                            code: t('fs3combat.stance_changed', :name => name, :poss => combatant.poss_pronoun, :stance => self.stance)

                            S GriatchG 2 Replies Last reply Reply Quote 0
                            • S
                              STD @Faraday
                              last edited by

                              @Faraday said in What is a MUSH?:

                              I’m actually curious what use cases you’ve found for descriptions.

                              The only thing that comes to mind is some sort of reality layering when a character has some kind of stat or attribute that lets them see additional/different information.

                              Like how in oWoD there’d be regular descs and Changeling Descs that only other Changelings (and those who could see Dreaming Shit) would get.

                              1 Reply Last reply Reply Quote 3
                              • GriatchG
                                Griatch @Faraday
                                last edited by Griatch

                                @Faraday

                                Sure. It probably comes down to game styles, yes. For example a multi-descer is completely unheard of in most other genres of MU*. In other styles, dynamic descriptions is a big deal.

                                Here are some examples. The Evennia FuncParser inlines actually support nested calls (so they will be executed from the inside out like a regular python call), but for brevity, assume we have made some custom functions for one’s particular game and is using the rpsystem contrib:

                                $You() have pock-marked skin and is in his $approxage(10). He wears $clothes(). He looks $health(). 
                                $ifguild(thieves, He has the secret thief's guild mark on his hand.)
                                $ifskill_gt(detectmagic, 10, He has a faint aura of magic around him.)
                                

                                Here, someone who’s can’t detect magic, doesn’t know me and is not in the thieve’s guild will see

                                The tall man has pock-marked skin and is in his thirties. He wears a black hoodie. He looks a bit sick.
                                

                                Wheras if you are know me (has recognized me previously), is in the thieve’s guild and has enough in the detectmagic skill, you will see

                                Griatch has pock-marked skin and is in his thirties. He wears a black hoodie of the type that has a lot of hidden pockets. He looks a bit sick. 
                                He has the secret thief's guild mark on his hand. 
                                He has a faint aura of magic around him.
                                

                                This works because when the FuncParser parses the description it is fully aware of who this description is targeted at. So we can have the $clothes() inline give some extra info (it probably checks for the looker’s thief’s guild membership inside its code), and so on.

                                As for the stance example, here’s how it could look for Evennia:

                                Director stance:

                                msg = f"{char.key} changes $gender(poss) stance to $stance()."
                                

                                Actor stance:

                                msg = "$You() $conj(change) $gender(poss) stance to $stance()."
                                

                                (note: The $gender() inline is not in default Evennia since core objects don’t have genders; it’s something deemed game specific. But maybe we should add it to make this structure easier to make in actor stance).

                                This is called in code as

                                room.msg_contents(msg, from_obj=char)
                                

                                And would come out as

                                Faraday changes her stance to cover.  # director stance
                                You change your stance to cover.         # actor stance, your view
                                Faraday changes her stance to cover.  # actor stance, everyone else's view.
                                
                                FaradayF 1 Reply Last reply Reply Quote 0
                                • FaradayF
                                  Faraday @Griatch
                                  last edited by

                                  @Griatch Cool, thanks for the explanation. Yeah, I haven’t really come across any need for that in the kinds of games Ares is geared towards (more freeform, less immersive), but I can see where that could come in handy in other game types. Even in Ares, you could do it with some custom code in the desc plugin to dynamically adjust descs based on dynamic criteria, it’s just not built in.

                                  1 Reply Last reply Reply Quote 0
                                  • First post
                                    Last post