Difference between revisions of "Bizarro Dvorak Engine"

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* Cards in play with the status 'facedown' are concealed. You may play a card this way with the command '''playcard <card #>=facedown'''.
* Cards in play with the status 'facedown' are concealed. You may play a card this way with the command '''playcard <card #>=facedown'''.
* A CCG mode prototype is implemented, activated with '''ccgmode on''' and deactivated with '''ccgmode off'''. This divides the deck, draw piles and discard piles into one for each player, and all commands that interact with one will only affect the ''user's'' respective pile. A better interface may be implemented later.
* A CCG mode prototype is implemented, activated with '''ccgmode on''' and deactivated with '''ccgmode off'''. This divides the deck, draw piles and discard piles into one for each player, and all commands that interact with one will only affect the ''user's'' respective pile. A better interface may be implemented later.
* Known bug: Actions have to be discarded rather than played. Will be fixed eventually.
* Actions have to be played with ACTION <card> rather than PLAYCARD <card>.
* It doesn't save or load decks yet.
* It doesn't save or load decks yet.



Revision as of 21:21, 18 September 2007

The Bizarro Dvorak Engine is set on the antithesis of the Dvorak Lounge, the Dvorak Anti-Lounge. To get there, enter the MUSH and type:

@tel #17

To exit, type home.

The Bizarro Dvorak Engine works more or less like the original Dvorak engine, but has more solid coding (by me, obviously)

Differences from the standard Engine:

  • It should support more cards than its counterpart - at least 200. careful not to have the MUSH lock you off when pasting the decks in though.
  • It has an actual simulated draw pile, with shuffling and such.
  • You can put anything in the card type instead of just 'A' and 'T'.
  • Cards in play with the status 'facedown' are concealed. You may play a card this way with the command playcard <card #>=facedown.
  • A CCG mode prototype is implemented, activated with ccgmode on and deactivated with ccgmode off. This divides the deck, draw piles and discard piles into one for each player, and all commands that interact with one will only affect the user's respective pile. A better interface may be implemented later.
  • Actions have to be played with ACTION <card> rather than PLAYCARD <card>.
  • It doesn't save or load decks yet.

The system is under test and feedback is welcome in the discussion page.

commands are:

CLEARDECK
NEWCARD <name>/<type>/<desc>
LOADCARD <name>/<type>/<desc>
VIEWALL
VIEWVOTE
VIEWDISC
VIEWDECK
READDECK
VIEWHAND
READHAND
VIEWPLAY
READPLAY
DRAWCARD [<number of cards>]
PLAYCARD <#|RANDOM>[=<status>]
DISCARD <#|RANDOM>
DESTROY <#|RANDOM>
ACTION <#|RANDOM>
APPROVE #
REPEAL #
DRAWVIS
STARTGAME
GIVEHAND #=<player>
GIVEPLAY #=<player>
SHUFFLE
SHUFFLEDISC
COUNTHAND <player>
COUNTDRAW
EDITCARD #=<name>/<type>/<desc>
APPROVEALL
CCGMODE <ON|OFF>
READCARD #