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- PsycoticCone 8m
- Zulfi 1m
- BitLittle 59m
- PoliticalLemon 5s
- AdamBlue9000 29s Rolling 526d6 damage against both of us.
- Ralph 4h
a Mench 9h Doing a bit of everything.
And 14 more hiding and/or disguised

Item 'kicking'
Automated @idea from in-game

@idea from Mael

Let's say Silly Sue is fighting Judge Joe, suddenly Joe pulls out his big bad Enforcer cannon. Sue makes a daring bold move and disarms it, but when reaching to pick it up is surged by an electrical shock. Instead of allowing her opponent to get it, she kicks it across the floor. So yeah, I think there should be a kick 'object' command where you can boot an object into another room. Silly sue sends the gun scattering down the stairs, and beats up Judge Joe. Yay.

Well that's pretty much the throw command...taking into account of corse you couldnt do that with an enforcer cause you couldnt grab it....but hey that's one of the advantages of having an enforcer i would think.  However the throw code is diabled and with the way things are in admin land there's no way of telling whe it might be done.
Hrm, a kick command I think would be pretty nifty actually... it'd need a roll though. What might need to happen is when you kick it... it goes skitting across the floor for a short period of time. In that time, someone can try to grab it, and they make a speed check...

It would be damn hard to code... thats for sure... but it sounds nifty.

Ooooh, I like this idea.
Why would it be that hard to code?  Figure this, you give it two seconds to skitter across the floor, so put it in a state of skitter, make a variable perhaps to say if it's at rest or in motion, then modify the verb for get so that a speed check on the player is made if the thing is in motion.  use suspend to make 2 seconds go by for it to skitter, then use this:moveto(exit.dest) to make the thing go into the next room.

They need to get me in there coding... Hehehehe

Its much more difficult than that.

Go check Ras' answer to your throw idea. There is a good deal of stuff that could happen to it. For instance, it could be in its state of 'being kicked' for 5 seconds or so. In that time, nothing could happen to it, except people could try and 'catch' it. (possible link to throw verb... only you don't have to be holding it.)

Checks against stopping or catching it.

It could be kicked towards an exit, a strength check would need to go into play there. (Based on... something.)

what if someone kicks at it just before someone picks it up? Do they get a chance to grab it?

Work goes into it. Not everything is simple.

Yes, but you don't want to put all the bells and whistles on it straight off.   Plus all that you say could be put into the 'skittering state' of what's being kicked.  You kick, it skitters, somebody else can kick it, if they have the speed, or they can pick it up.  If you wanted to, you could define a verb like stomp, where you trap whatever is skittering beneath your foot so that it stops heading for the exit.  If you wanted to get really fancy, the number generator for rolling the person's speed could change as the skittering object 'slows down' hehe...  I'm not saying it's easy, but I want to say it's not even close to impossible.   I'd like to see that implemented.
Nads.

(Edited by Rastus at 3:04 pm on June 5, 2002)

Precisely, Rastus!  I was suprised to learn today that you were still posting on the boards, hehe.  But yes, the systems has alot of things to consider, alot of things to modify, and alot fo things to code, but if it was a priority, I know someone would sit down and do it.
Excuse my absence, been relocating and shit and I don't have a net connection from my new place yet.

And yes, Ras covered it perfectly.

*Runs off to play a game of kickball with the rest of the admin using the new kick code*