On Tue, 1 Aug 1995, Lincoln Chan wrote: > Ephraim J. Lindquist writes: > > > Ok you CircleMUD Imps. If you want to see all the best of circleMUD > > including aliases, autoloot, autogold, autokill, great utilitys, great > > worlds, MOBPrograms (meaning a special MOB setup so you can easily add in > > special proc without the hassle, just go on and poke the guard or smile at > > some mobs), seriously hacked code, and one of the best God staff availible > > come and check out AnotherWorld. > > > > AnotherWorld > > eniac.campus.luth.se Port 4000 > > Rating: **** > HAH! You mean to tell me you haven't put in autoplayer yet? Well.. Ephraim J. Lindquist doesnt have anything to do with the MUD, so dont ask him. I'm the Implementor on AnotherWorld and I do all the code. I didnt write the message you are responding to, but I would like to explain my MUD before I get more "HAH!" comments ;) Why the autos? Because my goal is to make sure that people without clients doesnt get disadvantages against players with fast links and clients. Things like autorecall have saved many overseas players with slow links, whereas a swedish player with a fast link and a client would always have survived. I dont think there is anything wrong with putting client features directly into the MUD. autokill, I didnt know I implemented that. Maybe he is referring to the fact that you finish off mobs rather then let them lie on the ground bleeding? (Which is, as you all know, standard in Circle). I've changed it so that mobiles stop pounding on players when they reach POS_STUNNED or lower, to give the clerics a chance to save them. --------- To all who are interested in what I *have* implemented ------- (and also a bit about what my MUD is about :) COMBAT: The combat system is built upon certain weapontypes, that you can train. The speed of your weapon depends on you own strenght, how much you have practiced it, and how heavy the weapon is. The combat system itself is dynamic, there is no such thing as fight turns, you can hit at any time. A mobile with a 50% speed on one attacktype, would hit once every second (the speed is relative to a standard fighttick of 2 seconds). All waitstates have been removed, and have been replaced with a transparent waitstate, that allows the user to continue typing other commands. Spells have been rebalanced according to the DIKU standard, but this time also including spell speed (doesnt make sense that a mage can cast 15 spells per fightturn. Should rather do more damage, and be casted slower). The exp gain system uses a new formula. The perfect group is considered to be a group of 4, one from each "base" class (I'll explain this later), and one from each class. The members in such a group actually gain MORE experience when someone going solo (mainly because my MUD is aimed towards RPG and socializing, not the MERC style whack-everything-you-see). The mobs also remembers everyone who hit them, so the exp is split between the TOTAL number of players hitting the mob, not just the ones involved in the kill (including their levels, even if they leave the game). The higher levels get more exp than the lower levels in a group, so there is no way to "cheat" your way to fast exp. LEVELS: I'm not a fan of lots of levels. If I were to decide, 20 levels would have been enough. I think a massive of amount of levels makes the game messy and less enjoyable. Anyway, the MUD uses the standard 30 levels plus 5 immo levels. Going immortal is optional, and in the future you will be able to "buy" certain things with exp. CLASSES: The MUD is based on the 4 base classes. I dont think there are anymore base classes, Rangers, Paladins etc are just variations. However, each class has a number of directions, or specializations, that you can chose at lvl-10. Clerics for example has one defensive and one offensive sub-class (Healer and Crusader) as well as the standard cleric. They are still the same base class, and share the same THAC0, etc. I'm not mixing classes either, I think that discourages grouping, so the sub-classes are still "clean" classes, not mixes of different ones. The same !CLASS flags etc also applies to the different subclasses. The skill/spell system has been changed so that all classes can use all skills and spells (determined by the prac level). This allows for imps or quest mobiles to set certain spells/skills on player. For example, high-level players can get the armor spell from a certain mob as a reward. RACES: Has been implemented, but now I kinda regret that I did :) MOBILES: I've extended the MUD with several new formats and fields. It's very easy to define more attacks (check the combat system part), mobiles can be equipped directly in the mob file. The system also allows randomized equipment, useful for mobiles that exist in many copies (like cityguards, if you want them all to be a bit different). Mobiles also have built-in action fields (so they can say random things, emote feelings etc.. adds a little extra spice). You can also pass arguments to spec_procs via the mob file. Mobprograms are also implemented, based on the mobprog patch from 2.20, but I've most of the bugs (I wonder how it every could work). All mobs also have sizes, races and classes. Size is used to determine damage done, the hitroll etc (hitting a fly should be harder than hitting a dinosaur). Races and classes are used for certain spells (turn undead for example). The system is can of course also read all the circlemud files without problems. OBJECTS: Objects are basically the same, except that a material field has been added. Every object is made of a material, to make it possible to restrict mages to leather armor only etc. Weapons are changed as well, they are defined with a weapon type. Objects supports permanent affects and can pass arguments to spec_procs. Other than that, it's basically the same. An ACTD system has been implemented to make objects more alive. The Action descriptions can be defined just like a social. Makes breads, staffs, wands, fountains, potions much more alive. A QIC system to control the number of items in the game (including rent) has been implemented. A certain sword can only exist in 3 copies and does only repop if there is less than 3 in the whole game+rent. SPEC PROCS: Apart from the mobprograms, the spec_proc handler has been revamped. It supports a number of different kinds of spec_procs, or combinations. A spec_proc can be triggered by certain events, like a mobile tick, a gametick, someone enters the room, by commands or as "standard" to provide backwards support. This in combination with the possibility to pass arguments to spec_procs form obj/mob files opens up alot of possibilities, like the melting icecube, or the blade that bursts into tears now and then. All kinds of spec_procs can be connected to all types, even a room can have a mobile tick. GOD POWERS: Alot of work has been put into the god powers. All commands can be controlled by flags, and can both be denied and approved for certain players. Certain zones are restricted, and it's possible to flag players to stay out of certain zones (Yes, I've had major problems with cheating immos). All players have personal logs, that keeps track of what that player has done 7 days back in time. Very useful for checking up on a player who claims he/she rented out when it actually was a DT etc. The syslog system has been changed, so that it is based on channels. There are 28 channels that you can toggle on and off as you wish, and almost everything is logged (most of it only to the screen though, to save diskspace). There are edit commands for rooms/mobiles/objects, both a prototype level and at string level. An OLC has also been implemented. Well, I've made so many changes here, that I've forgotten about most of them. Feel free to pop by if you want to know more :) PLAYER: Autoloot, autogold, autoexit, etc exists. In fact, there are commands that makes a client obsolete. Since I cant forbid clients to be used, it decided to give non-client players the same advantages (aliases are of course saved :) The auction channel has been replaced by an automated auctioneer. The game itself is filled with life, the mobiles in all areas created specifically for AnotherWorld almost all uses mobprograms and Action fields. I've also tried to consider the ones with bad links, and implemented things like autorecall to make sure people with good links doesnt get advantages over other players. WORLD: The world creation has not really started yet. We have a new Midgaard (called Garathrom) and about 12-15 areas created specifically for AnotherWorld. Our goal is to remove all the old circle/diku areas. (If there is something that makes me puke when I enter a new MUD, it's the Temple of Midgaard). The aggressive routines has been heavily modified, and much more realistic. The aggro part is triggered when you enter the room, and if you manage to escape before the mob tick, the mob will hunt you, at a very high speed. Suddenly, thieves with sneak were useful! :) SPELLS/SKILLS: I'm very restrictive with implementing new spells and skills, because I want a good balance between all classes. They should all have certain weaknesses and advantages that makes it more appealing to group. Because of that I dont include every spell that might be "cool", because it might make a class less or more powerful in some way. I feel that the problem with most new MUDs today is that they care about a couple of things: MANY levels, MANY classes, MANY skills, MANY spells, MANY areas, but they dont give a damned about quality or balance. This is probably only 50% of what I've implemented, but if you want to see for yourself, drop by and talk to me (if I have time). Traveller@AnotherWorld
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