HOL Special Seminar
The Magic Behind
Quidditch
Referee
and Player Training
(WQL
Qualifications)
by
Professors
Blue and Xanthos
=======================================
Lesson
2b - Ref Training: Snitch Program
You must have
a PC (not a MAC) to undergo ref training.
Please see
the main page to download the
materials you will need.
**please
note that while the ReadMe file has some useful
information
in it, some of the information is inaccurate or
outdated.**
The Ref Snitch Program was created
by Godrics Ghost of Ravenclaw. It greatly improves the speed of online
quidditch play, and has extremely simplified and automated "snitch creation"
from the previous school of thought. In this lesson, you will learn the
details of the program, and how to set it up to host a game. This
will be a very detailed lesson, covering many things. The first thing you
will want to do is to download the proper materials from the main class
page, unzip the files to your computer, and in Windows Explorer you will
double click on the file called "Snitch.exe" -
Once you have it open, it will look
like this (without the bright green writing on it ;):
We will take the program by the numbers.
Below I have written a description of each part of the program.
1. The Menu Bar - below
you will find information on each of the items in the Menu Bar -
-
File
-
Open Question
Set - this will load a question set into the program. You will not
see any visible change. See the Quaffle Program lesson for info on how
to create your own question sets.
-
Open Puzzle Set
- Load a logic puzzle into the program. More information on creating your
own puzzle sets later.
-
Edit Puzzle
- opens the puzzle dialog box, so you can edit the puzzle, and put other
information in.
-
Load Team Info
- if you saved the team info for the quaffle program, you can load it into
the snitch program, and it will fill in the seeker for you.
-
Tools
-
Set Colors
- ah, sometimes it's nice for the teams to see their colours! The Four
HOL Houses are "preset" but you can also play around with the settings
to come up with your own combinations. The IRC colours is what will show
when the program sends to your IRC client.
-
Edit Mode
- erm, this is a little confusing, if you set it to "ON" you can move the
seekers around manually - you would want to do this if you made a mistake
and sent a seeker "right" instead of "left" or something. Make sure to
set it back to "off" when you are ready to resume play.
-
Rearrange Squares
- changes the configuration of the squares on the board, so you don't end
up with all clue squares next to each other or whatever.
-
Reset Play Timer
- resets the play timer for 10 minutes (600 seconds)
-
Reset Break Timer
- resets the break timer for 2 minutes (120 seconds)
-
Set Play/Break
Timer to Zero - sets the timers to zero - you may want to do this
on the break timer if neither seeker has any clues after first 10 minutes
of play.
-
IRC
-
Connect to mIRC/Pirch
client - in order for your program to "talk/interact" with the IRC
chat window, you must tell it to connect to your IRC client. (Helpful to
have IRC open first, then open the Ref program and connect.) You will not
see anything visible happen.
-
Begin IRC Play
- choosing this will start the game going by announcing the situation,
sending the 5 "second" countdown, and asking the question. Either from
the beginning, or restart it from the current situation if you halted (see
next item)
-
Halt IRC Play
- this will stop the program wherever it may be.
-
Set IRC Channels
- with the current version of the program, it will only "broadcast" to
the current active window - if you switch windows (or activate a P2P (private
chat) window while the program is running - it will follow you and broadcast
to that channel. So BE CAREFUL - it's VERY easy to forget. LOL
-
Announce Play
Break - when the 10 minute intervals are up, use this to announce
to the seekers that the 2 minute solving break starts now
-
Announce Play
Restart - announce to the seekers that play will now resume
-
Test Player Handles
- this makes sure that the players are receiving messages from the players.
Do this before every match.
-
Change Player
Handles - edit the player nicks
-
Help
-
Instructions
- opens the readme.html file that comes with the program. Godrics Ghost
has not had a chance to correct some of the information, so please ignore
anything that is inaccurate.
-
About Golden Snidget
2000 - just a window to tell you who created this program and such.
2. The Grid
-
The "grid" represents the "quidditch
pitch" and the seekers "fly around" this grid in search of the elusive
snitch.
-
The corner squares marked with green
* s are the squares in which the seekers start
the game.
-
The majority of the squares are BLUE
- these are trivia squares. When one of the seekers lands on them, like
in normal quaffle play, there is a 5 second countdown, with trivia question,
in which BOTH seekers have the opportunity to answer.
-
Black squares
are "BLUDGERS" - a seeker hitting a bludger square loses 3 turns (this
is all automated by the program, so you don't have to worry about it, program
keeps track.)
-
Green squares
represent the "Wronski Feint" manuveur - if a seeker hits this square,
they are successful in causing the other seeker to crash to ground. *vbg*
Other seeker loses 5 turns as a result.
-
Logic Puzzle Clue Square are represented
in Red. Seekers CAN run into them on "accident",
but the program also tells them where the locations of them are, when they
have the right number of trivia answers saved up.
-
The Yellow
Square represents the Snitch. Seekers CANNOT "accidently" find the snitch.
If they run into it before solving the puzzle, it just shows up as an "empty
square" to them. Once they have correctly solved the puzzle and the program
tells them the location, the square is "active" for them.
3. Information Entry & Play Controls
-
Team A and Team B boxes is where you
type the team names.
-
Seeker is the name of the seeker
-
The rest of the white boxes tell you:
-
Location of the seeker on the grid
-
Trivia is how many trivia questions
they have answered - when a seeker reaches 5 correct answers, they are
given the location of a clue square. This counter will NOT reset UNTIL
they reach that clue square. So, on their way to get the clue, they could
very well have 16 correct answers, but they will NOT be given a new clue
location until they have reached the prior clue square given - once they
reach the square, the trivia counter sets back to zero, and they
have to earn five more correct answers to get the next location.
-
Clues - how many clues the seeker still
needs.
-
The "Snitch" button - this is the button
you push when a seeker has answered a trivia question correctly.
-
Direction buttons are denoted with the
green "l, r, u, and d" - left, right, up and down. When a seeker says which
way they want to go, push the correct button.
-
The 5 green *****
s represt another button that will magically "appear" when a seeker has
received all the clues to the logic puzzle. The button will say "SOLVED"
- when they p2p you with their answer, you push the SOLVED button to check
their answer. Then it will ask you if they solved it, and if you push YES,
it will send to that seeker the location of the Snitch square.
4. More Play Controls & Timers
-
A's/B's move
- manually tell program whose turn it is
-
New Question
- in case the question given was bad, or there just otherwise needs to
be a new question for some reason
-
End Turn
- if question is not answered, push the end turn button, and the program
will proceed with game play.
-
600 Seconds timer
- this is the game play timer. set for 10 minutes. Click on it to start
and stop it.
-
120 Seconds timer
- this is the "Two Minute Solving break timer" and will start to countdown
once game play timer runs out. Clicon on it to start and stop it.
5. Game Play Information
-
Question
- the current trivia question - if it is a long one, you may not be able
to see the whole thing.
-
Answer
- the answer to the current trivia question - if you cannot see the whole
thing, place your mouse cursor in the box, and use your right arrow key
on your keyboard in order to make the answer appear.
-
buttons
- those little buttons next to each of the words (Question, Answer) will
send what text is in that box to the IRC channel when you push it.
Next: Setting
Up and Starting Snitch Play |
MAIN
CLASS PAGE
====================================== |