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Aether Factions version 2.txt
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Aether Factions version 2.txt
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/*
FACTIONS
For Mux and Rhost
Based on Aether Factions
1 faction per object
per member - dbref, rank (numeric, a sortby), note/position
view lock - it's possible that someone can be in a faction and not know it
add/edit lock - if someone can add/edit, they must pass view lock
appearance - an 'ansiname' for factions
Sensible Command Structure
fac
fac <faction>
fac/who <faction> - aka fwho
fac/add <player>=<faction>
fac/rank <player>/<faction>=<rank>
fac/type <player>/<faction>=<type>
fac/group <player>/<faction>=<group> - subcategorize by groups, inc. 'unsorted'
fac/position <player>/<faction>=<position>
fac/create <faction>=<desc>
fac/ansiname <faction>=<ansiname>
fac/desc <faction>=<description>
fac/lock <faction>[/view]=<lock>
fac/clean [<faction>]
fac/admin <player>=<faction>
0000000001111111111222222222233333333334444444444555555555566666666667777777777
1234567890123456789012345678901234567890123456789012345678901234567890123456789
Name ------- Position ----------------------------------------------- Typ - Rnk
Thenomain Coder STA 9
Bob Leader of the Inquisition VMP 5
storage - no need to store on individuals anymore, only store on faction object.
&name: formal name
&ansiname: pretty name for display
&lock/view - who can or cannot see this faction
player:member
player:staff:wizard
!player:name:bob
&member_<objid>: <'member' or 'admin'>|<rank>|<type>|<group>|<position>
&rank: code to calculate 'rank' if not set - pulling 'group' might be important
&type: code to calculate 'type' if not set
&group: code to calculate 'group' if not set
That one's gonna be harder.
*/