[MUD-Dev] Carnage, scripting newbie guides
Koster
Koster
Wed Oct 1 09:44:11 CEST 1997
On Tuesday, September 30, 1997 2:47 PM, Adam
Wiggins[SMTP:nightfall at user2.inficad.com] wrote:
> This brings to mind a mud I played many a moon ago. Certainly long
before
> I started on one of my own, anyways. Not too sure, but I think the
name
> was Worlds of Carnage.
Just for the record, Worlds of Carnage, done by DimWit and Gilgamesh,
was the first Diku to use an embedded scripting language, as opposed
to calling spec_procs. Merc's mobprogs are based on their work, and
used to be acknowledged as such in the docs... Merc's mobprogs, which
now seem to be in common usage in the Diku world, also suck compared
to Carnage's system. After WoC (founded in I think '92, and which I
think is still around, though at one point the building that housed it
burned down) came Legend with a somewhat nicer script language of its
own and then Merc, and then another (Imperium Gothique?) that
drastically extended and expanded mobprogs. Legend's original immortal
staff is largely old Carnage players...
Far as I know, mobprogs is the only one of these that was ever
released, although Cythera is running WoC code and has its "acts"
system as well.
> I logged on because they advertised an extensive
> skill-tree based system, but what intriguied me the most was the
Newbie
> Sword.
The skill-tree based system was actually a rather late addition. It
went in sometime after Legend opened, so that would put it in late '93
or so?
> The Newbie Sword was your standard issue weapon with a really
> nicely-written script attached to it.
For me the best part about the newbie sword was putting it in your
backpack and hearing it make muffled noises and complain about getting
closed up... :) Then again, I didn't come to the mud as a newbie, so
it was fairly annoying to me.
-Raph
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