[MUD-Dev] Re: Dynamic muds
Petri Virkkula
pvirkkul at iki.fi
Tue Sep 21 08:09:21 CEST 1999
>>>>> "ryan" == ryan <ixiterra at microworld.com> writes:
ryan> Builders - Are you willing to put the extra code forth to make
ryan> rooms much more versatile as season and day/night changes occur?
ryan> Possibly other things as well.
Inour case dynamic descriptions do not mean burden to builders
at all. All our rooms a inheriting a common base class that
defines the following two functions (among other things) that
are enough for the system to generate dynamic descriptions:
--- cut here ---
set_outdoors(int level)
Sets the outdoorness of a room:
0 - inside, no weather effects
1 - indoors, no windows (you can hear the rain on the roof etc..)
2 - indoors, windows
3 - under cover, a tent like structure, you can see most effects
4 - outdoors, all effects
set_fertility(int amount)
Sets the fertility level of a room. This indicates what kinds of
plants grow in the area. Underwater areas should have a fertility.
Only outdoors 4 areas should have this. All outdoors 4 areas
default to amount of 1.
level of 0.
0 - barren, no plants
10 - very fertile (riverbanks, good farmland)
--- cut here ---
Time of day and seasons are handled automatically, as well as
the weather conditions, so they do not put any burden to
builders.
ryan> Admins - Have you done this system and found it to be successful
ryan> with builders a/o players?
In our case builders are required to use the two functions
listed above, it's actually part of the area checking (quality
control) to verify that they are used meaningfully in an
area.
In our case the dynamic room descriptions are a must, because
some of our skills/spells depend on the outdoors value
(e.g. alchemists need to find different plants), weather
(e.g. lightning spells work only in outdoors during bad
weather), etc.
I have included below a short capture that shows how change in
the weather modifies room descriptions. The last room
description also include important info for alchemists: there
is a lode of osmium ore in the room.
Petri
--- cut here ---
> e
yyyyyyyRc You are walking on a road going east and west. The road is made of
yyyyyyyRc stones. There are some trees near the road. The road looks like it
yyy+*--=c is being used a lot. Above you is a warm, slowly moving, heavily
yy/yyyyRc clouded sky. A light wind stirs the air.
y/yyyyyRc Obvious exits are: nw, n, ne, w, e, sw, s and se.
> time
Today is the 14th day of the 6th month (Ingot) of the year 601.
It's autumn. You guess it's around 12 o'clock.
> The sky clears.
It looks like rain is on the way.
look
There are no light sources here, but you can still see.
yyyyyyyRc You are walking on a road going east and west. The road is made of
yyyyyyyRc stones. There are some trees near the road. The road looks like it
yyy+*--=c is being used a lot. Above you is a warm, slowly moving, clear sky.
yy/yyyyRc A light wind stirs the air.
y/yyyyyRc Obvious exits are: nw, n, ne, w, e, sw, s and se.
> n
yyyyyyyRR You are walking on a grassy field. The grass looks inviting to you,
yyyyyyyRc maybe you should rest here. The open space makes you somewhat
yyyy*yyRc nervous, there is absolutely no place to hide if some animal
yyy+---=c attacks. A lode of osmium ore is embedded in the ground.
yy/yyyyRc Above you is a warm, slowly moving, clear sky. A light wind stirs
the air.
Obvious exits are: nw, n, ne, w, e, sw, s and se.
> The wind seems to be picking up.
It starts to rain.
look
There are no light sources here, but you can still see.
yyyyyyyRR You are walking on a grassy field. The grass looks inviting to you,
yyyyyyyRc maybe you should rest here. The open space makes you somewhat
yyyy*yyRc nervous, there is absolutely no place to hide if some animal
yyy+---=c attacks. A lode of osmium ore is embedded in the ground.
yy/yyyyRc It is lightly spitting from a warm, slowly moving, clear sky. A
light wind stirs the air.
Obvious exits are: nw, n, ne, w, e, sw, s and se.
> The wind gets stronger.
examine osmium
The lode contains roughly 0 kg of osmium.
--- cut here ---
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