Basic operator hierarchy
| Introduction | About goal for operator hierarchy |
| Browsing hierarchy | How to find operations server supports |
| op | Base operator for all operators |
| action | Base operator for operations that might have effects |
| create | Create new things from nothing. |
| combine | Combine existing objects into new objects |
| divide | Divide existing object into pieces |
| spell | Optional tag |
| communicate | Base operator for all kind of communication |
| talk | Talking |
| set | Sets all attributes for existing entity |
| change | Change existing attributes and/or create new attributes |
| move | Change position |
| attack | Generic attack operation |
| use | Use something |
| skill | Use some skill |
| get | Generic operation for getting info about things |
| perceive | Generic base operation for perceiving things by eyes, ears, etc... |
| look | Looking at something |
| listen | Listen something |
| sniff | Sniff something |
| touch | Touch something |
| login | Logging into server |
| delete | Delete something |
| info | Info about something |
| perception | Character perceives something |
| sight | Character sees something |
| appear | Something appears |
| disappear | Something disappears |
| sound | Character hears something |
| smell | Character hears something |
| sense | Character senses something (with fingers usually) |
| imaginary | Placeholder for perceptions of unimplemented actions |
| error | Something went wrong |
Introduction
Goal is to achieve generality and specificity at the same time. If client doesn't understand some operation it can lookup at operation hierarchy for more generic format and use that. It might lose some useful info but it doesn't usually lose all. For examples see article for CB#3.
op
Base operator for all operators. No parameters. Useful starting point for browsing operator hierarchy.
action
Derived from op.
Base operator for operations that might have effects.
create
Derived from action.
Create new things from nothing using this operator. Map editor is main user for this.
Parameters: entity describing object that is being created.
Example:
create
map-editor
Axe
3
combine
Derived from create.
Combine existing objects into new objects. This is how normal characters create objects.
Parameters: entity describing object that is being created and list of entities that are used as raw material.
combine
axe
Bjorn's axe
Wood_8898
Iron_6578
divide
Derived from create.
Divide existing object into pieces. One of the pieces might be original object modified.
Parameters: id of original object and entities describing pieces.
divide
money12345>
10
110
spell
Optional operation, derived from combine.
communicate
Derived from create. Base operator for all kind of communication.
Parameters: communication entity.
Example: see talk
talk
Derived from communicate.
Parameters: sentence(s) entity.
Example:
talk
What has happened there?
Talking out of game is same, except you use player id instead of character id.
set
Derived from action.
Sets all attributes for existing entity.
Parameters: entity with id and new attributes.
Example:
set
9899
50
1.8 0.3
change
Derived from set.
Change existing attributes and/or create new attributes. Difference with set is that anything previously defined attribute not touched here remain intact.
Parameters: entity with id and changed/new attributes.
Example:
change
9899
30
move
Derived from change.
Change position.
Parameters: entity with id and new position.
Example:
move
9899
11 12.3,3,0
More about movement here.
attack
Maybe move_attack instead of attack? Or maybe let attack derive from change and let move_attack derive from attack and move?
Derived from move.
Generic attack operation. Base operation for game specific attack operations (like swing, etc...).
Parameters: entity with id, new position and maybe some other attributes.
Example:
attack
Sword_99
Opponent_11 0.2,0.2,1.5
use
Needs more thinking! Derived from change.
Use something (tool, skill etc..)
Parameters: id for entity to be used.
Example:
use
magic_wand_24
skill
Needs more thinking! Derived from use.
Use some skill.
Parameters: id of skill and optionally target id's.
Example:
skill
woodworking
target_wood_24903
get
Derived from action.
Generic operation for getting info about things.
Parameters: id of target entity.
Example:
get
elf_type_id_45
Browsing operator hierarchy example:
First start from operator hierarchy root (see op):
get
op
Answer might be:
info
op
action
info
Base operator for all operators
Then you can ask about action and info:
get
action
get
info
Etc...
perceive
Derived from get.
Generic base operation for perceiving things by eyes, ears, etc...
Parameters: id of target entity.
Example:
perceive
elf_3545
look
Derived from perceive.
Looking at something.
Parameters: id of target entity (optional).
Example:
look
elf_3545
listen
Derived from perceive.
Listen (something).
Parameters: id of target entity (optional).
Example:
listen
elf_3545
sniff
Derived from perceive.
Sniff something.
Parameters: id of target entity (optional).
Example:
sniff
flower_3545
touch
Derived from perceive.
Touch something.
Parameters: id of target entity.
Example:
touch
cloth_3545
login
Derived from get.
Operation for logging into server.
Parameters: entity with player name and password attribute.
Example:
login
JoeBlatz
Rqv67.%
delete
Derived from action.
Delete something.
Parameters: id of entity to be deleted.
Example:
delete
foo_bar_344
info
Derived from op.
Info about something.
Parameters: info entity.
Example:
info
Here is some info
perception
Derived from info.
Character perceives something.
Parameters: perceived thing. Base operator for all kind of perceptions.
Example:
perception
tree_8374
sight
Derived from perception.
Character sees something.
Parameters: object or event character sees.
Common example:
sight
grass1
989.24
Reply for looking at 'grass1':
sight
grass1
terrain
path1
tree1
Grass plains
0,0 10,0 10,10
0,10 0,0
Event example:
sight
move
orc_23498
grass1 0.5,3.0,0.0
appear
Derived from sight.
Character sees something appearing: it literally appears or has it come in visible range.
Parameters: object or event character sees.
Example:
appear
grass1
989.24
disappear
Derived from sight.
Character sees something disappearing: it literally disappears or has it gone too far to be visible.
Parameters: object or event character sees.
Example:
disappear
grass1
989.24
sound
Derived from perception.
Character hears something.
Parameters: thing character heard.
Example (every operation might have from, to and time tags, not only this operation):
sound
sentry_34
What has happened there?
smell
Derived from perception.
Character smells something.
Parameters: thing character smells.
Example (every operation might have from, to and time tags, not only this operation):
sound
flower_34
sweet
sense
Derived from perception.
Character senses something (with fingers usually).
Parameters: thing character senses.
sound
cloth_34
rough
imaginary
Derived from perception.
When something is not yet implemented in server, then character can pretend to do something ;-)
Parameters: event that is supposed to happen.
Example:
imaginary
some_unimplemented_action
error
Derived from info.
Something went wrong.
Parameters: entity describing what went wrong.
Example:
error
foo
Unknown operation
Aloril
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