> Okay, let me tell you about what I'm talking about. I'm talking about > no levels, no classes, 200+ spells, completely recoded spell templates, > an entirely new parser, an extremely complicated race implementation > that has affects everywhere throughout the code, a completely rewritten > fight.c, seven new files (parser.c, nanny.c, newbie.c, etc.), entirely > event driven source coed, dynamically added socials, completely changed > room/obj/mob file formats (COMPLETELY), most of the comm.c code has > been changed, no mana, etc., etc. Too numerous to even go on, but I've > done a lot. Looking at my MUD can tell you that. So don't try to > disprove me when I'm making perfect sense. > > > <*=-+Daniel+-=*> > "Forgive me father, for I am sin." > Heh, have I accused you of not making extensive mods?? I am quite impressed with your mods, but you are the one who said 2 hours work could be considered as extensive! If you want to start listing all your muds features, then I might as well too. Races - duh, who hasnt made a complicated race structure?? I have racial limits ie. half giants with max dex of 14, str 19, int and wis of 14 pixies - str 14, dex and int 19, mana regen 30% faster than norm heh, Aggressive mobs are only aggressive to OTHER races, and not against themselves or just players. Lets see what my mobs can do? Some will summon you back if you flee (and no spec_procs required - any builder can easily add it in their .mob file), some have dragonsbreath, some hunt you down, some talks, giving players hints etc - and all of these can be added without spec_procs. Umm, lets see, if you have 4 objects in the room, it will say A rook armour lies here [4], instead of the spammy standard. Talking about spells and skills, I've got spells that can be casted in the room, ie darkness - which makes the room dark, even after the caster has left the room. Gate spell creates a portal, which remains open for a tic, that allows others to enter it and gets transferred to some destination, and they can look into the portal to see where they are going. I've redone the command parser so that people cant use tintin to send hundreds of commands to lag the mud or even crash it. I have eliminated eq duping. Objects have a level limit, where players that are lower level cannot even pick it up, even if they are in a bag. Objects are defined with material types, so that mages cannot wear metal equipment. I've got limited eq - which means that once a certain number of that eq has been collected by players, the zone will NOT load that eq anymore until they number lowers due to dts etc. Oh and heh, the NEW code has racial languages. DT victims can buy back their corpse (without their limited eq of course). Ah, look, like I said, there are TOO many things to list. All I wanted to point out was when I said I made extensive mods, I didnt appreciate you telling me that I could have spent 2 hours and claim I made extensive mods. And I DID NOT accuse you of not making that either. Your mud sounds large, and I consider mine to be large as well..so? I aint gonna start saying who's is larger or whatever, that wasnt the point. Anyways, another reason why I listed some features was to give others some ideas they might like to implement. Ciao, happy mudding. Horus. +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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