Just a few complaints about the current code in regards to this.... a deck of cards is a single item, right? And you can deal yourself the entire deck of kruth cards, all 24. Unfortunately, you cannot -pick up- 24 cards that are on the ground/a table. This doesn't make sense, and it would be much easier to have card games in Arm if this were to be fixed...
So Imms? Wanna code this for us? :p
Why would you need to pick up 24 cards? ???
Most card games my characters have played in you ">junk card (tossing it on the table)" when it's your turn to throw down. Then, between each round, the dealer does ">shuffle deck reset" and it'll restore all the missing cards to the deck object.
I don't need to pick up 24.... more than four would be nice though. I've had problems playing some of the games in the docs, as well as inventing one of my own.
Oh.
But you can deal yourself or be dealt more than 4, right? Should be able to play just about anything except Go Fish.
Theres plenty of things you can't do the way Kruth cards are set up right now. Sure, there are some games you can play, but I'm trying to make a game that involves putting down cards and having to pick them up again--something impossible with the current system.
Besides, I know its not high priority, but this seems like a quick thing to fix from my limited experience with MUD code.
Also, since we're on the subject of cards, cardgames, and gambling in general. I would like to see dice items in which you roll more than just two dice at a time.
I wanna play Zalanthan Yahtzee.
I wanna play Zalanthan D&D.
expertly roll 1 d20
Quote from: Mood on June 28, 2008, 09:51:29 PM
I wanna play Zalanthan D&D.
expertly roll 1 d20
Get a bunch of nobles and templars together (you know, so they can read their character sheets) and play D&D where they all roleplay commoners of various types. Your Oashi buddy will play a gemmer, the Tor of the group shocks everyone and rolls up a bard, the Fale makes a Bynner warrior, and that one templar rolls an elven rogue.
Good times.
................wow ;D
Roleplaying a roleplaying game... in a role-playing game.
But seriously though, a staff should fix this card problem. I have invented a marvelous new Kruth game.
Quote from: jcljules on June 28, 2008, 11:41:23 PM
................wow ;D
Roleplaying a roleplaying game... in a role-playing game.
But seriously though, a staff should fix this card problem. I have invented a marvelous new Kruth game.
It might be something to do with limitations on minimum weights, thus a card may codedly weigh a lot more than it realistically should. That said - you can hold like a billion feathers. Cards and feathers shouldn't be -that- much different in terms of weight. I reckon I could hold 100 cards a lot easier, in fact.
It's not something that is unavoidable. Have each player have a bag on them, so they can store the cards inside. So as the game progresses, you are dealt such and such cards. Then you put the card on table, making it all known to everyone. Once you need to pick up a card, you do so, and then put it inside a bag. And so on. Keep the 'hidde' cards in your inventory, untill revealed, and then just use a container.
If I understand correctly, he can only hold very few items due to low agility and such.
Hmmm... bag might work for now, actually hadn't thought of that. Still--if a character can hold ten feathers they should be able to hold ten cards. If you can hold the entire deck, I don't see why you can't hold more than a few cards.
So almighty IMMs? Gonna do this? It can't take -that- long to make some cards weigh less ::)
Can your character hold ten feathers?
It might not be an issue of card object weight value.
Whatever the issues is, I think any human character should be able to hold ten cards. I can hold fifty two in RL, so why not six in Arma? And don't tell me kruth cards are made of stone or something ;D
Well, there's a dexterity-based limit to how many objects a character can hold in their inventory. Making certain objects unaffected by that limit may not be a trivial code change. That's all.
I believe (though I am just guessing!) that 1 card = 1 object to the code, and your character's agility score sets how many objects your character can hold.
I doubt there is an easy way to make cards somehow exempt from this basic object to agility rule that the code uses (though I could be wrong!).
I would suggest going with the bag option ... sure it's a little clumsy and might seem a bit jarring, but at least it will get the job done.
Err, yeah ... Marauder Moe got it in before me.
Quote from: Marauder Moe on June 29, 2008, 11:02:50 AM
Well, there's a dexterity-based limit to how many objects a character can hold in their inventory. Making certain objects unaffected by that limit may not be a trivial code change. That's all.
....ahhhh, now I see what you're saying. But I still don't understand how the limit doesn't apply when you -deal- the deck.
The game probably checks inventory limit on the "get" command but not on the "deal" command. Since the deal command only works with cards that probably is the staff's fix for holding more than your limit on cards.
Yeah, that would make sense. I hope someone fixes this eventually, but for now I'll use bags as you suggested. Thanks for the explanation and suggestion.
You realize that whenever you DO anything with your cards, including looks, puts, gets, and targetted emotes, you reveal your hand to everyone else at the table?
Quote from: jcljules on June 28, 2008, 11:41:23 PM
................wow ;D
Roleplaying a roleplaying game... in a role-playing game.
But seriously though, a staff should fix this card problem. I have invented a marvelous new Kruth game.
There is a Dark Sun book...where the main character actually sits down at a table and plays an RP game as a gambling game. And cheats with the Way cause he is a half elf half halfling (and elfling??) with multiple personalities and each personality has different abilities like one is a bad ass ranger, one an assassin, one is basically Neo and several are powerful psionicists with differing abilities. Sorak...that was his name. He had a magick steel sword of vorpalness evidently. But regardless. Let me find that fucking book again and you should check it out. You made characters rolled them up and basically the whole adventure was full of death. You might survive, you might not, but the odds are stacked against you as the House wants their cut of the gambling.
He read the "DM's" mind and used telekinesis to twitch his die rolls.
Yes they had d4, d6, d8, d10, d12, and d20 dice.
It was awesome...hold on...let me find the title real quick and I'll add it..........
It was the Tribe of One Trilogy....titles are 'The Outcast' 'The Seeker' and 'The Nomad'.
There was one more about him...'The Broken Blade'
All authored by Simon Hawke.
I think 'The Seeker' had the roleplaying game in it.
It was pretty awesomes reading it. It was like they were raiding a lost city for loots. Like Steinal or something.
The basic way the gambling worked was the longer you lived and certain 'lewt' you found made you get a bigger pay out. If you made it through so many 'encounters' (such as a battle, a trap, a collapsing bridge, a puzzle) you got a tick mark. More tick marks you have when you die, the more money you got paid back. I think it was like three ticks to get your money back and after that you earned more. It went up like exponentially.
He got caught cheating because no one can make it through as many 'encounters' that he did. Heh.
Quote from: Shoka Windrunner on June 29, 2008, 11:52:13 AM
He got caught cheating because no one can make it through as many 'encounters' that he did. Heh.
Thanks for ruining the book!
Kidding. I've never read Dark Sun. I might now though......
Quote from: Tisiphone on June 29, 2008, 11:34:29 AM
You realize that whenever you DO anything with your cards, including looks, puts, gets, and targetted emotes, you reveal your hand to everyone else at the table?
...good point. So you can't use bags.
I made a pretty sweet Teks Tower game with Brytta. But it couldn't be played because you can't specify how many coins you want to pick up. Gay.
Yeah, as a slight derail, picking up pots that people have contributed to more than 6 or 7 times is pretty annoying.
No matter how you decide to get the coins, you end up with a spamfest everyone has to deal with.
It would be nice to decide how many coins you want to pick up.
Quote from: RogueGunslinger on June 29, 2008, 02:18:35 PM
I made a pretty sweet Teks Tower game with Brytta. But it couldn't be played because you can't specify how many coins you want to pick up. Gay.
I have a game called 'copper war' which won't work out unless this is fixed.