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Note on character
names:
Order constants
must be preceded by a single $-character. Otherwise order constants
only contain letter. They are, like order-names, also case insensitive.
Internally, the move compiler converts them to a number or string.
They are useful because the player then needs not remember abstract
numbers. Instead of writing the (valid) line: set_report_verbosity( -1 ) a player could write: set_report_verbosity( $YES )Table of Order Constants
Parameters
that are numbers can be given without "-characters as long as
they contain just digits (and the minus-sign). The decimal point
is always a dot (this may normally be different in some languages
other than English).
Comments can be inserted into an order file using a semicolon (";"). Everything to the right of a semicolonwill be ignored by the compiler. Example: cast_spell(, 1, "Dr Doom", "zal-bel-zal-gogth-nixfor") ;why didn't this work last time?
Parameters can also be filled with arithmetic expressions or the return values of functions. These values will (usually) be computed at execution time. Example of such a function is the "Order_Successful"-function:
Players may
use an "IF"-clause to conditionally execute an order. This means
the order in the same line will onlybe executed if the function
or expression betweent the keyword "if" and the subsequent keyword
"then" is true. if character_status("Bloodblade", "imprisoned?", $YES) then free(, 5, "Shorty Onehand", "Bloodblade", 1, 5)
Occasionally
some orders call for so-called "Lists". <order-name>(<param1>, <param2>, ..., List(<list-element1>,<list-element2>, ...), <paramX>, <paramX+1>, ...) These are sort of like a "order within an order". When considering
how long an order should take to execute, imagine for a moment
if someone asked you to do that order, how you would then
reply on how much time you would need.
Trivial orders are any orders lasting only a few minutes (usually
organziational-type actions such as 'transfer_item' or 'join_group').
This rule is per executing game component (character, group)
of course. The general procedure how moves are submitted and subsequently received:
A turn in
Mysticora consists of the move a player submits and the subsequent
report generated by the Mysticora simulation computer. It is important
to note that players do not receive the results of their
submitted orders immediately, i.e. on the next day. Instead they
must usually wait a certain time period, usually 1 week, before
they get the results.This is because each order they submit is
scheduled to be executed on a certain game world day. This game
world day may be any day in the distantfuture of the game world.
The player must therefore wait until this day in game world "arrives". A player may individually choose how his or her turn schedule runs. A typical player would choose to receive his or herturn on a Saturday morning, so that he or she would have the week-end to read the report and write the next move without losing anytime in the game world (no simulation being run on the week-end). By Sunday evening he or she then would sent out the move.The orders in the move file would then be processed over the course of the week with the report then being sent out onthe next Friday again. And so forth...
Each day of the game world will be simulated individually. Therefore a player's orders will first be grouped together by their game world date. All orders that take more than one day (usually movement orders) will be processed in little parts over the days following that order. Next, all the orders for one day will be processed in a random order (i.e. a player position is selected randomly, then one order for this position is processed, then a new player position is selected randomly, etc.). Because player turns are given for several days (usually 15 to 30 game days) in advance, this means that they will be processed nearly in parallel. Also, for a unit moving from point A to B this will mean, that if the unit needs more than one day to travel the distance, it will make a stop each day at a certain intermediate point along the way. For this purpose the exact point inside a square at which a unit is currently located will be kept track of to make sure that the movement as a whole takes the correct time and there are no errors for rounding.
Players in
Mysticora must be aware that if they make orders that depend on
the success of many previous orders, that there is a certain chance
they will fail due to the effect of cascading errors. But herein
lies also great potential for the player who puts a lot of effort
into his turns, as he will be able to do many complex things in
a single turn. There is also the possibility in Mysticora of giving
conditional commands as shown above (e.g. if certain items or
groups are present or are in a certain place.). Also, each command
has a parameter that determines on how many following days a command
will be repeated if an execution failed. A player who makes use
of these security mechanisms and avoids very complex command combinations
will be able to keep cascading errors to a minimum. |
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