|05-12-2006, 06:07 PM||#1|
Join Date: May 2006
Hello folks, Im relatively new to this place, but I have been...perusing the various topics for a number of weeks. Yes yes before I continue, I have to admit, I am another one of the 'I wanna create my own MUD OMGZORZ" people. Though unlike most of the 'PLZ HLP ME CODE KTHX' Ive done a bit of research...and I just have a few questions I have been unable to figure out.
I have my basic design for what features I want, etc. and I have decided to use Dead Souls 2 MUDLib in order to work with my MUD. I considered and tried MUDMAKER, and while they may have the features in a year or so that I want...I would like to get started right away in a format that I do not have to wait on others in order to get a feature implemented.
I have a very rudimentary knowledge of coding and can get by in a hacky fashion for the most part, but ask me to do anything overly complex and I am at a loss.
Ok thats the background, now to the question:
Using the MUDLib Dead Souls 2, Ive looked over the documentation and while I MIGHT have missed it, I dont think I did. I was wondering how one would go about changing the Combat System and the way stats/etc effected it. I really like the basic framework of the LPMud, but I would like to give my MUD a unique feel and balance and in order to do that I need to modify how combat works to a large extent, and the way stats work to a small extent. If anyone could point me in the right direction for a tutorial on this, or some sort of guide I could read that would help me I would be most appreciative. If this, for whatever reason, is not possible...could anyone suggest a codebase to use where I COULD modify how combat and such works?
Just in case you need more info, I'd like my combat system NOT to be based on a 'kill and wait' but rather, swinging and timers and such. For example, player A with BIG HUGE AXE swings at MOB takes 7 seconds to reload for next attack, while player B swinging at the same MOB with a short sword takes 4 seconds before he gets another attack. The time between each attack and the amount of attacks per swing would be modified based on the skills of the player and their stance/etc.
Note: I am NOT asking anyone to code this for me. I just want to be pointed in the right direction where I could learn to do this myself.
The Dead Souls 2 MUDLib I have found to be very flexible so far, and I would think modifying the combat system in such a way would be doable.
If there is already a code snippet up that does this...even better! Then I can, erm, borrow it and adjust to my liking
My email is firstname.lastname@example.org if you wish to get a hold of me there. Thank you in advance. Any other advice would also be appreciated...
|05-12-2006, 07:12 PM||#2|
Join Date: Feb 2006
It's totally doable. That's the neat thing about LPC.
Whatever it is, you can probably do it.
In this case, what you're looking at is called "lib coding".
In LPC, the properties of objects and players and monsters
are dictated by the files they inherit. Many of these files are
standard and commonly used. For example, players can
converse because they inherit /lib/talk.c, rooms have exits
because they inherit /lib/exits.c.
In this case, you'll be modifying a few related /lib files. Most
specifically (and obviously) you'll want to examine /lib/combat.c
to see how it works. This is the lib file that living things
inherit to mediate combat events, including weapon combat,
unarmed combat, spell rounds, etc.
There's no "easy" way to do it....you pretty much have to
understand what you're reading in that file before you
should mess with it. Make sure to backup often, and
remember that almost any basic coding question you have
will be answered by the Creator's Manual or the FAQs.
I know you're eager to get the combat stuff done right
away, but I'd like to make a suggestion. If you code a few
small areas first, it will help you get a feel for the code, and
will help you much better understand how combat.c
There are no snippets for this, alas. LPC isn't really
conducive to snippeting, because individual muds tend
to make so many fundamental changes.
Anyway, if you have any questions, you can always ask on
the <ds> line, or you can log onto the sample Dead Souls
mud where I hang out, at rugose.com port 6666
I'll be happy to answer any questions I can.
|05-13-2006, 06:44 PM||#3|
Join Date: Jan 2006
First, let me say I know nothing about Dead Souls. Nothing other then what I have read and most of that has been pretty good. The only complaint I have read about it is the "He updates to frequently!" complaint. To me that should not be a complaint but instead a "Damn good job!".
Now to a thing I know a little about: Combat system design.
What you are talking about combat-wise is often termed non-auto timed combat.
You are going to have to familiarize yourself with the combat systems of your mud and all the systems that deal with queues, timers and "is in combat" flags (if any of these exist in DS, likely do on a guess). You will also likely have to recode the core combat and make modifications to most combat skills.
One thing you may wish to consider is an "autocombat" toggle which will allow people to use auto-combat or manual (their choice). While it will take more time it will be appreciated by those that want auto-combat (and over the years there are many discussions related to why someone would want it).
I have done non-auto timed combat for DIKU/SMAUG and more recently CoffeeMud codebase. It takess a boatload of planning and coding.
Again, take this post with a grain of salt, as I do not know the Dead Souls code.
If you would like to run ideas on non-auto timed combat by me feel free to email me or to even set up an online group and I will share my thoughts on designing such systems with you freely.
Best of luck. Keep us informed of your progress.
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