Good Morning,
I can't code. I look at it, I tinker with it to learn as I go. But some things are just not within my current abilities. Hopefully that will change after my first programming class in the Fall Semester. But currently I need someone to code me a Bard Offense. I would like to use aliases in order to execute my offense but be able to incorporate the tables,variables and functions correctly so I can press xzy and it is a Tunesmithing, Envenoming, Jabbing, Singing. I am quite new to Bard but willing to help in any way. Willing to pay dem credits or dem teeth (if that is still allowed?? Real Money). PM me here or contact me in-game.
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It kinda is.
All programming languages are going to follow the same kind of 'flow', and as you get proficient, you figure out how they translate from one language to another. I didn't know anything about Lua when I started Achaea, and I learned everything as I went. It helped me a ton during my first round of programming courses.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
Was recommended to me by a programmer for self-teaching. Might be somewhere good to start before your course.
Also just try things. Open the mudlet scripting manual (google it, at work cant grab link easily) and start playing with scripts.
Start small, make little things, and gradually make them more complex.
Then break your script in a horrifying manner by changing something small. Scratch your head for an hour.
Find your typo.
Wipe away the tears of joy that it works again.
Continue making it more intricate.
stuck?
google "lua manual thing" -- like lua manual strings -- will show you al lthe fun things you can do with those.
Theres a few links to scripts in my signature. Download them if you wish, modify them, make them your own. if you are unsure what a component does google some of the syntax and read up on it.
Great learning opportunity!
If you're a total newcomer to coding in Lua it might not make much sense, but I've posted some sections of code for my Bard stuff before here: http://forums.achaea.com/discussion/comment/298195/#Comment_298195
It's definitely not something that you'd be able to copy/paste in and have work, but might have some useful parts in it.
Results of disembowel testing | Knight limb counter | GMCP AB files
On the other hand, if someone actually makes you a really nice bard offense, I'd be interested in it as well.... I like playing achaea but the fact that I have to code stuff to play this game makes this game take more time than I am willing to put into it.
I will not draw them in the order that they are requested... rather in the order that I get inspiration/artist block.
However, I do have a decent bard offense made of parts and pieces that other people have helped me out with. I am still willing to package what I have. It is just not perfect. That is all.
I will not draw them in the order that they are requested... rather in the order that I get inspiration/artist block.
Edit - if you use some form of tracking, you'd want a single alias that has variables that chooses between jab/song affs so they don't overlap.
[ SnB PvP Guide | Link ]
I don't think Code Academy will be all that useful for you, unfortunately. I would recommend you stay away from any online "coding tutorials" and try to take a step back from the "coding" entirely. It's incredibly daunting to look at a problem like coding a class offence because so much is involved. You have no idea where to start and so much to do to get something working like you want it to. If you're interested in learning how to develop software, though, this is an excellent opportunity to do so.
Here are my recommendations:
1) Ask yourself: do you thoroughly understand the process you're trying to improve? The entire thing? If not (which is OK!), break it down into components that you do understand. Why? All of these components come together and can be used to achieve your end result: a deadly bard offense. If there is anything about any components that are necessary for your end result, ask about them. If you're not sure what is necessary, ask. The goal here is to identify the minimum viable required components to execute your offense. I highly, highly advise that you break up your idea of "offense" into specific kill paths. Start with the simplest ones first, even if they are not effective on skilled combatants.
A good outcome of this objective is to identify one or two of the least technically complex (strategy wise) kill paths to implement code support for. Document these kill paths in detail: what specifically needs to be done in what specific order to execute the strategy? Once it's documented, see if you can explain the strategy to someone who is not familiar with bards with only the details you've noted. If you can't, improve your documentation. This is a very simplified way of writing requirements.
2) Now that you have a shiny set of requirements you can begin designing the artifacts necessary to fulfill the requirements. To do that, you need a high level understanding of the tools available to you. If you're using Mudlet you don't have a great deal of choice in technologies: you'll be using lua. Before you write any code, take some time to read through some parts of the written documentation for lua.
http://www.lua.org/manual/5.3/ is the lua manual. I recommend Sections 1, 2, 3 and possibly 6. While reviewing the documentation (it's short, you have time), don't think about the constructs in the context of your requirements yet. At this point, you are a carpenter reading carefully about how your drill works. You want to be generally familiar with how each bit can be used and what the different power settings are used for. You won't know how the professionals do it, yet, but for this project it's not important. Just try to obtain a very general understanding of what is available to you when programming in lua.
I also recommend you review the Mudlet manual, stored at http://www.mudlet.org/asciidoc/manual.html. This will teach you a bit about lua works but more importantly what features Mudlet makes available to you.
Finally, Achaea exposes an immense amount of data to you through GMCP. Read the GMCP spec at http://www.achaea.com/local/Achaea_GMCP_Spec_20140311.pdf and keneanung's additions at https://github.com/keneanung/GMCPAdditions.
3) Now it's time to design and build things out. I don't have time to give class-specific details here, but here are some useful things to consider when writing code:
Don't repeat yourself. If you need to execute something multiple times, put it in a function.
Each function should ideally have a single responsibility and its name should make that responsibility clear. If your function is doing too much, write more functions and invoke them from the original long and unclear function.
Test functions as you write them. If you write 300 lines of code at once it will be much more difficult to test than 10 to 30. Continue only when your methods are working as you expect them to for the input you would reasonably provided.
I did take a brief look and found a few useful discussions on coding practice. One is an excellent comment by Klendathu on why you should use namespaces: http://forums.achaea.com/discussion/comment/295182/#Comment_295182. The other is the server-side curing theory discussion at http://forums.achaea.com/discussion/2174/serverside-curing-theory. This is full of useful practices to follow while developing scripts.
This will absolutely be difficult. It is so thoroughly rewarding when everything comes together, though. I have so much more to say about this but can be only so lengthy while at work.
If you have any questions or comments about what I've mentioned here please feel free to contact me. At some point here I'll have time to get back in-game and finish up my bard offense as well -- I'd be happy to answer any questions or collaborate with you if you're having trouble.
There certainly are people who have excelled after using Code Academy and even a number of competitive sites that do a much better job at teaching programming than Code Academy. Unfortunately, those competitors are largely far more involved and a much larger time investment that spending an hour reading a few chapters of a concisely written manual.
Whichever one decides to do, take the time to attack the problem first.
And you can't attack a problem if you don't know anything about it, or how it functions. That's a real good way to screw yourself over.
ETA: Not to mention, few if any of codecademy's languages actually require a compiler.
Attacking the problem has nothing to do with the technology. The problem isn't a tech problem, it's a "business" problem. Best to worry about what others are reading when you've done so yourself.
In any case, I don't think this aside has much merit to the conversation: sounds like @Leviticus isn't going to try Code Academy at the moment due to class obligations. In my opinion, my alternative to that would save time and frustration. It's clear you disagree and I can agree to disagree.
I don't know coding either but learned, now I run a software company. It's crazy no one is certain how future paves. I think, code. And have fun with it.
user's end: And then when that person who maintained your system is gone... you're kind of screwed.
It's better to build your own from scratch. Even if it is just a simple build, nothing comes to close to comparison to having a system you know from start to end.
There are also a bunch of free systems that you can tinker with and take apart. Put together as your own. Wundersys is the most popular (https://github.com/tynil/WunderSys)
But yeah... the biggest factor is definitely time spent learning. Difficult if you are a student going to school, someone with a job, or both.