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Re: [werewolf] illusionist.
Just wated to add that having been in deadlocks
involvng the illusionist I think these are all good
suggestions!
Cheers,
Lyman
--- Geoff Hubbard <ghubbard@ntlworld.com> wrote:
> On Tue, Jul 27, 2004 at 06:13:44PM -0700, Mark
> Ballinger wrote:
> > On Tue, Jul 27, 2004 at 07:49:40PM -0500, Shanna
> Flaschka wrote:
> > > I think that makes sense. For all intents an
> purposes, the illusionist
> > > IS a bad guy and should get some credit for
> helping the baddies. I like
> > > the idea of him being visible too.
> >
> > Sure, we can do that. What should really happen,
> though Geoff, is we create a hash-of-hashes of
> roles, with an attribute in the hash being
> "good/bad", or better yet a faction label, so we can
> add more bad guys and have the GameOver calculation
> loop through
> > this roles database.
>
> I'm just in the middle of changing the data
> structure from lots of
> individual arrays to a player based hash so that all
> the attributes are
> attributed to a player, so adding multiple
> roles/good-badness etc will
> be easy to do on a per-player basis. Unfortuanately
> this means that the
> code is in bits all over my floor at the moment, but
> I hope to have it
> put back together again soon :)
>
> > > Is there a "full info" option so the seer can
> see the actual role?
> >
> > This is what I would vote for, "-fullinfo" as an
> option that means the illusionist is not implicitly
> hidden.
>
> I'm in favor of really fine grained controls, so
> something like an
> -autoillusionself option which controls this. That
> way the fine grained
> controls can either be enabled/disabled themselves
> or maybe included in
> super options like -limitedinfo
>
> Geoff.
>
>
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