[MUD-Dev] Logical MUD Areas
keeler at teleport.com
Fri May 4 01:04:27 New Zealand Standard Time 2001
Wednesday, May 02, 2001, 11:13:44 PM, Chuk Radder wrote:
> A partial solution exist in the form of Peter Keeler's abits and
> qbits. It's a a mudprog extension that allows you to store a linked
> list of objects on characters.
Glad to hear someone's using my snippet :D
Just to fend off an unlikely deluge of mail, the snippet is written
for Smaug and available at http://ironsides.terrabox.com/~scion/
As Chuk said, it's not a perfect solution, but if your mud progs have
the ability to do a random check, you can do quite a lot with them.
My mud used to have a delay command on it that would delay a second
command. I used this to make scripts that sometimes took over a minute
to complete, but to stop them from executing twice concurrently I
would set a bit on the mob at the top of the prog, just after a check
that made sure the bit was unset. At the end, I unset the bit. Thus,
the prog could only run once at a time.
For the quests, you can have quests that consist of many parts. Each
time a player completes part of the quest, they return to the mob who
sets a bit on them. Or, for even more entertainment value, the player
could get sent from one mob to another mob.. the second mob would
check for the bit the first mob set and recognize the player. If a
second player tried to do it out of order, it wouldn't work ;)
Obviously random checks are good because you can set up "functions" in
your mob progs. If the random percentage is less than 20, set this
bit.. less than 40, set that bit.. etc.
"That fuel intake is dangerous. We should really stop having our
picnics in there." -- Space Mutiny
-- keeler at teleport.com -- peter.keeler at brokat.com -- ICQ: 1824934 --
MUD-Dev mailing list
MUD-Dev at kanga.nu
More information about the MUD-Dev