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The world has not been the same since the outbreak and ending of World War 3 in the same year, 2079, when the “Developing Countries” in Africa and Asia finally rebelled against the exploitation by the western “industrial countries”. A massive launching of nuclear and “space” weapons on the side of the latter not only quenched the rebellion, it also caused considerable and irrevocable damage to the very structure of Universe.

Home Page: https://4dimensions.org

License: GNU Lesser General Public License v3.0

C++ 92.31% Makefile 2.67% C 2.44% M4 0.02% CMake 0.06% Common Lisp 2.49% Dockerfile 0.01%
game online-game mud pvp quest explore chat free rpg roleplaying-game

mud's People

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mud's Issues

Object clone & delete

The for sake of organization and sanity we need the following:

TASK: CLONE OBJ TO

USE: clone obj 23015 to 47301

PURPOSE: Clones obj 23015 a red headband to the new vnum.
- This will take on all strings, stats, flags, values, and scripts.
- This will make perzing equipment as quick as a few keystrokes
- Can also speed up the obj making process for new zones.

IMM HOUSECLEANING UTILITY: We need to get all perzes as close to a concise inventory listing as possible. Taking existing perzes that may exist in various zones where there were free vnums and move them to a new place. Once "moved" we can then delete (free up) the old placement. E.g., now that obj 47301 is exactly the same as obj 23015, we can clear 23015.


The Big Picture

I would like to see this for mobiles and triggers as well.

For triggers, the purpose would be to make available basic stock scripts for new builders to grab form that include explanations for how it works line-by-line. We could go as far as we'd like in terms of this teachable tool.

For mobiles, it just helps a person speed up the process of building mobiles. We could setup stock mobiles of levels 10, 20, 30, and so on. All of which can be clones from specific IMM zones where we keep these stock placements. Limit what can be cloned from where based on IMM level.

Let's say that the following Zones are IMM zones for these purposes:

473, 599, 980

If you're an IMM of 54 or lower, then you can only clone from the above zones.


This has been rolling around my brain for about a week now, and with a recent revelation of zone dependencies in odd ways, I can't help but feel like we need to try and organize things better.

balance: cap remorts, HP & Stamina

  • We need something to be able to sweep pfiles and locate those with HP great than 7k hp, and then reset their HP to the max HP appropriate for their class.

  • Should setup HP caps to be class specific:

    Casters - 4500hp
    Rogues - 5500hp
    Fighters - 6500hp
    Give GMs a +500hp bonus to that max.

feature: bug/typo command reward/scoring system

player reports typo

typo this room text reads 'morley' should be 'money'
Thank you for your contribution! If this typo gets resolved you'll receive 5TP.

imm fixes typo

typo show last
[#122] from [Loran] in room [3001]: this room text reads 'morley' should be 'money'
redit 3001 and fix typo
typo 122 done
Thank you Toch! Your new typo score is: 420

player receives note

[NOTE] Loran ...
note view
Your report for typo [#122] this room text reads 'morley' should be 'money'
Has been sucessfully resolved by Toch, and you've been awarded 5TP,
which have been credited directly to your account.

Happy hunting!

Ability to narrow tsearch (trigger search) fields further

For the moment tsearch looks like the following:

TSEARCH <ALL | BODY | NAME | ARGS>

Wonderful function, but unfortunately it is overly broad. If I simply do the search for, let's say %teleport%, and search the body of triggers, we end up with over 100 pages to comb through because it is listing every trigger that contains that specific function.

I think we need to be able to isolate what trigger types we want to comb

TSEARCH <ALL | BODY | NAME | ARGS> <Mobiles|Objects|Rooms>

How possible would it be do implement this?

Making Bulletin Boards

Looking to get a bulletin board made for my IMM workroom so I can keep an active to-do list. vnum 20186, item already exists.

Shopkeepers need some love

I feel like setting shopkeepers to buy certain times is overly complicated. In fact, I still can't figure out how to get one to finally buy stuff from a player, and I tried on one of the shopkeeps in the Seekers guild to help new players make some money!

I think we need to simplify it down to the following basic parameters:

  1. Set shopkeepers to buy only weapons, armor, treasure/jewelry, general items such as lights and treasure
  2. Ability to set shopkeeper item buyback limit between 3 and 10 of like items
  3. Simple buyback parameters of 10% to 20% with a base sellback of 80%

    With each buyback of a like item, let's say, I've already sold them 1 gold loop earring, and I've 2 more to sell to them, with each new sale there is a diminishing return of coinage. This simulates item market overabundance. The diminishing return could be just a blanket 1% per like-item.

  4. Cannot buy artifacts, and quest items that fall within the weapons/armor/general item categories.

    Cannot purchase potions, wands, trash, furniture.

We can also go a step further to ensure continuity by making certain that shopkeepers can only buy items that they could be seen as selling that is in-line with their character. I think this would be good for the mostly useless shopkeepers quality of life.

Max Loaded Keys - A need to Spring Clean

As I'm rooting around as a mort, refreshing myself on all the glory that is 4D from the bottom up, I have quickly come across a max-loaded key. I know we've tried addressing this key-hoarding issue over the decades. We do like to hoard. XD

We could key some sort of IMP command to do a proper key-purge of all keys to get a proper spring clean done. I say this because the area I was stuck in due to max-loaded key means that current/future new players will be stuck in the exact same spot and likely just get frustrated. Perhaps it is time to wipe the world clean of keys and let them load anew?

What are the possibilities of getting such a command made?

Is is possible to script a quest item to be a sort of "master key" where it can take on the properties of found keys and allow it to be used in their place? This could help with the hoarding issue too.

Make Golem's Viable Again (MGVA)

When I came back from retirement few weeks ago, players told me the Golems are broken: main issue being scripts glitching and Golems randomly disappearing, not remembering their levelled tier after death, dieing too easy.

I went back at work, quite hard in the beginning re-learning dg script, thankfully I've had help in #script-works on Discord.

The scripts have been refactored and their size shrinked and the code simplified. They seem to work properly and nobody's reporting randomly losing their Golem, although we have other issues now caused by the Mud's unbalance.

Feedback I've received is as follows:

  • Golems die too easy, most of the time they get 1-shot
  • Mob to Mob damage is too heavy, Mobs hit the bodyguard Golem 10x harder than players
  • Leveling experience is too high (100k), leveling the Golem for hours wouldn't get a player nowhere near 1% exp

Based on the suggestions of players the following changes should be added to the Golem's to make them viable as a tanking mob as it was designed:

  • Increase HP: 100k(tier1), and double it for every tier, 200k(tier2), 400k(tier3), etc..
  • Add some shielding from the high mob damage received: static shield, brace
  • Reduce exp required to level from 100k to 1k(for testing) then grow it to 10k(once testing is done)

Please add your view and contribution on how to MGVA.

Unrentable objects are being purged

Recently I found out that unrentable objects disappear when you logout or after a copyover for example. I've always had the feeling stuff was disappearing, this is probably the reason. The question is, do we want to do something about it?
We could warn players it happens (it could be me, but I never knew about it), keep it from occurring, or stop it from happening in some situations. I'd say why not keep unrentables?
Keys used to be special when key hoarding was a problem. They also disappear like unrentables, shall we keep them around as well? We have houses, lockers, storage tents, to keep them in, but it's a hassle.

Swap (GM) flag for (Helper) flag

Swap (GM) flag for (Helper) flag to make it easier for newbies to tell the Helpers apart.
Swap H for GM and if not GM count the number of remorts left to GM.

NOW:     [4 50 SWf Gyp -- RP M  H]  Tocharaeh (Sicilians) (GM)
BECOMES: [4 50 SWf Gyp -- RP M GM]  Tocharaeh (Sicilians) (Helper)
COUNTER: [4 50 SWf Gyp -- RP M 24]  Tocharaeh (Sicilians) (Helper)

Crafting

Crafting starts at Crafter's Alley in Olde Yorke. We're still missing several crafts. If someone would want to take on this big task of finishing one, that'd be great.
I think it's best to start with the finished products and work backwards to how they're produced.
How about a selfmade grenade or boobytrap? It would be a different way to kill x.mob.

feature: training dummy

I believe players that like to min-max their characters, would enjoy having a training dummy upon which they can practice various skill/spell combinations, gear sets, and fighting techniques in order to discover their favorite fighting style.

I propose to add a feature to the golems gorder dummy which will transform the golem into a piece of solid wood a training dummy Golem which players can fight forever and practice on it.

the dummy will never die, hit very slowly and only scratch the players engaged with it.

Feel free to suggest more behaviors the dummy could have.

Imm/Imp Command to couple with RESTORE

Would like to see about implementation of a new command GRACE which would grant the following blessings to players:

Haste
Bless
Armor
Shield
Sanctuary

I think it'd be a nice way to surprise players with, just like a store, form time-to-time.

Also, any chance we could make custom restore/grace messages kinda like poofin/poofout and so on? That would be mega cool.

Let's create a personalized gear machine

example, a possible way it could work is as follows:

- player gives item to machine
- machine opens a prompt on player asking questions
    - What is the new name of your item?
        - player types: The Sword Fuck-All
    - What is the new short description of your item?
        - player: No idea, I'm not a creative person.
    - Thank you! Your item has been personalized.
    - (1) Gold Token has been withdrawn from your account.
- machine gives new item to player
- machine purges old item

edge cases:

- You already own 10 personlized items, destroy one to continue.
- You cannot personalize 'the sword Orcrist'.
- You don't hold enough Tokens to pay for this service.
- [CHEATERS] cannot use this service.

Learning skills/spells

I think it'd be nice if we could relearn skills/spells we have learned in the past, but can no longer use. This is a powerful thing so i think players should have to do a bit of work to earn one. I'd like to use the Middleman for it; she has experience with fighting and magic, and should be able to teach 4D tourists.

Features:

  • 5 available slots so you have to choose carefully
  • you can relearn a skill or spell if you mastered the class it belongs to
  • after learning you can use it when you're at the right level, tier isn't important
  • learning is done at The Middleman, she gives 10 tasks you need to complete
  • you can also learn identify
  • you can make new attack spells:
    • pick the attack type: single or area attack
    • the damage will be a bit higher than the top spell of the class and tier
      the player has
    • specify the messages (hit/miss/kill to player/target/room)
    • you can cast these spells at any level
    • it's possible to edit the messages since it's easy to make a mistake
      maybe for some TPs at The Middleman, no need to go through the 10 tasks again

What do you think?

Enhancement Skills/Spells Revamp suggestion (multipost)

I would like to see about making our gear enhancement system more intuitive, rewarding, and symbiotic in nature.

I would like to also adjust the weapon aesthetic flags. Ill start with this first:

WHAT WE SEE when Identifying a weapon:

A weapon for the tough Space Marines should be good enough for you too.
You remember the time you identified a Space Marine Bolter:

a Space Marine Bolter is a type of weapon made from base-material
It can be taken and worn on TAKE WIELD
It is glowing magic tinkered

WHAT WE SEE WHEN WIELDED:
a Space Marine Bolter ...it is glowing with an inner light

Instead, for the sake of cleaning the exterior flags up, let's change magic flag to show on the weapon short-desc as:
(glowing) a Space Marine Bolter

I propose to adjust those exterior long-desc flags as follows:

  • glowing flag appears as (glowing)
  • humming flag appears as (humming)
  • blessed flag appears as (blessed)
  • magic flag appears (enchanted)

Enhancement Change Proposals
Quite frankly, our system is very very dry, and it's an all-or-nothing system. It's time to change that and reward players for hard work.

First: These flags have zero bearing on anything, so far as I can tell in the code... aside from having a modified status. Let's make these flags not useless.

  • Blessed weapon/armor - makes the weapon/armor lighter than is normal. Applies this modifier in a range of -5 to -25.
    (The item can be further enhanced)
    Failure to bless the item will result in a +100 to weight, and become cursed.

  • humming will be the result of a tinkered weapon.

  • glowing for enchanted weapons/armor

  • enchanted - An item that has reached maximum potential in enhancements. At this stage, if humming and/or glowing apply, those flags are removed while (enchanted) is placed.

A way to restart the mine

The mine is static atm, what if we add an option to config that determines if the mine resets on the next copyover? People could then tunnel their hearts out and discover Moria all over. It wouldn't reset until the flag is set again by an imm some time in the future.

Limit DT damage

We talked about it in discord, we agreed to limit the damage to one random piece of eq?

Proper Reroll/Rebirth system

We need a proper reroll system in place for players to make changes to their character.

REROLL
Each reroll would cost 1 gold token, and would allow a person to go back through their stats and fix them how they would like. There are in fact some of us who have very oldschool stats. In addition to that, some people choose their stats based on assumptions of D&D application, and so on. To prevent possible abuse (seems spendy to me anyhow to abuse?) We could place a 14-day limit before they can reroll again.

REBIRTH
Maybe you're tired of being a martian, and would rather be a dwarf? Rebirth would be the way to do that. It would also cost 1 gold token, and allows you to change both your race and your stats.

Both functions would return you to Tier 1 Level 1 of your current class. You wouldn't lose flags, and any remort records.

This would be especially useful for helping to correct HP issues like Kitolani has with her pfile. This will also correct HP/MANA/MOVEMENT issues for those who have gone beyond what was intended. A 30-day timer would be sufficient.

IMM COMMAND: REINCARNATE

This is the IMM command to help folks with the rebirth process. It merely forces the REBIRTH function without costing that person a token.

Better Quest Script Organization

(this is a copy and paste from my discord post)

I've been ruminating on quest cards. The amount of work that is involved is obvious, so I will avoid being redundant. What I have come to the conclusion of is that we need to set a new standard for quest script nomenclature, and have the quest vars listed in order for easy acquisition when doing a tlist of a given zone.

I've an idea on this to streamline: In the trigger edit menu, we need an option to set the quest nomenclature: Here is my idea:

TRIGEDIT MENU

  1. Name : MICROFILAMENT 8316 - DMG if worn on face
  2. Quest Nom : ExampleQuest_1 (matching the step in the quest var)
  3. Intended for : Objects
  4. Trigger types: Random
  5. Numeric Arg : 30 (chance of firing)
  6. Arguments :
  7. Commands
    Q) Quit

TLIST OF ZONE 201
Index VNum Trigger Name Type


  1. [20100] Beo Tradepoint Shop - buy listed items mob Command
  2. [20101] Gelindril Army time LOAD at 1800 wld Global Time
  3. [20102] Gelindril Army time PURGE mob Global Time
  4. [20103] Hume Glassmend - Register Trigger mob Receive
  5. [20104] Jorgin's Hunter Quest Script - Step 3 - 1 of mob Speech
  6. [20105] Jorgin's Hunter - Multiple Receive mob Receive <ExampleQuest_1>

(picture example)

image

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