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The MUDzilla Simulation System

Getting It Done
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Events

Events represent the center of the MUDzilla object library, assigned the task of implementing the ideas of the simulation administrator. Events are robust entities, capable of a variety of actions, and meant to replace the notion of coding, a process where one enters directives in some computer language for later translation into a working program. Events allow you to bypass the complicated process of writing, compiling, and testing computer programs, while providing many of the rich features of programming languages. If you can fill out a few Windows-based forms, you can induce MUDzilla to reflect your ideas, and no coding is necessary.

Events are multi-purpose, and provide the following functions:

  • Response Control. The primary function of events is to disseminate content based on the decisions of the Event Driver, and the actions of simulation participants. These repsonses form the core of any simulation's purpose. Much like the Hypertext Markup Language (HTML), MUDzilla uses custom property tags to create dynamic responses which reflect the state of the simulation from a participant's unique perspective.
  • Decision Support. Events can own objects which allow them to pose questions to the simulation regarding the state of the Multiverse, and react to the answers of these questions using boolean logic. This process is analogous to if..then..else contructs found in many computer languages. Two objects are directly involved in decision support, as follows:


  • Report Generation. Events can process lists of objects to form database reports, and allow complex selection criteria based on the same decision support objects used for logical evaluation. Multiple lists can be joined together to form complex queries, all using the tools embedded within the events form.
  • Simulation Commands. Events can be configured to act as simulation commands, such as the SAY command. By assigning command events to a room, you make the command available to any occupants of the room. By assigning command events to the Unary Power Source (UPS), you make the command available to all simulation participants, regardless of their location. The syntax of a simulation command is controlled by the command rule object. For a complete list of default simulation commands, see the MUDzilla Simulation Command Reference.
  • Text Scanning. Events can scan any text entered by any simulation particpant for key words and phrases, which, if detected, can cause another event to execute. This allows you to control the flow of the underlying story based on the spoken words of simulation participants.
  • Self Reference. Events can cause other events to execute, and can even call themselves, allowing strings of events to be arranged in so-called execution chains, allowing for the simulation of very complex ideas.

Like all simulation objects, events can be assigned numerous names in addition to the MUDzilla object name given to each object. Any references to the name of an object will search all assigned names, allowing one object to possess many identities.


 
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Text Scanner

The text scanner allows you to assign events to execute based on the utterances of simulation participants, bringing to life the old adage "your word is your bond." The most popular use of the text scanner is to impart lore to non-player characters (NPCs), avatars which have no human presence behind them, and therefore act as robots. Such avatars can be made to react to spoken words, allowing them to appear more real, and provide valuable information to a simulation participant about some aspect of the underlying story. In the example shown here, whenever a simulation participant dares to utter the name Arioch, it will cause an event called Summon the Knight of Swords to execute, possibly resulting in the appearance of Arioch himself, always a bad idea.


 
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Adverbs

From the events form you may edit the simulation's adverbs. Over 450 adverbs are included with MUDzilla, and they are used to augment emotion commands, which are do-nothing command events that add spice and flavor to the simulation environment. You can assign a default adverb to a command event whose sytax permits adverbs. For example, the SMILE command has the default adverb happily assigned to it, such that if the command SMILE is entered by itself, it will be interpreted as SMILE HAPPILY. Another feature of adverbs is shorthand entry, where only the first few letters of an adverb need be entered, and the Event Driver will fill in the rest of the adverb automatically.

For a complete list of adverbs, see the MUDzilla Simulation Command Reference.


 
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Event List Properties

Like all simulation objects, events possess a number of list properties. Each list property contains zero or more objects, organized by object class. The list manager allows you to assign and unassign objects to these list properties. In the example shown here, the simulation command event System Say has two events assigned to its event list property, called System Ask and System Whisper, indicating a relationship between the System Say event, and these two objects. The Help Generator uses this particular relationship to create see also entries during creation of the MUDzilla Simulation Command Reference.


 
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