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» SmaugMuds.org » Codebases » AFKMud Support & Development » Player houses
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Player houses
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Post is unread #1 Jun 4, 2003, 12:17 am
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Somnio

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Yes, me again. I have a small question about player houses.. namely, how you create them. The helpfiles say something about a deed? What would be the steps in creating a house for, say, the player 'annoyingsomnio'?
       
Post is unread #2 Jun 4, 2003, 1:57 am
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Samson
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Erm. You know. I have no idea what that helpfile is referring to. It isn't intended for mortals to see ( level 101 help ). Probably a fragment of some grand plan we had at one point
       
Post is unread #3 Jun 4, 2003, 2:51 pm
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Somnio

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Aww.. but I wanted to screw up making houses! You crushed my dreams, samson! :P
       
Post is unread #4 Jun 4, 2003, 6:40 pm
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Dwip
Dementius Rabbitus
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The system we currently have on Alsherok is along the lines of "player buys house based on compex formula, provides room descs and such to imm, imm builds house, adds to game."

The relevant formulas and such are in the land office in Bywater.
       
Post is unread #5 Jun 4, 2003, 6:56 pm
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Somnio

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Well, I was asking in reference to my own mud, which is running afkmud source.
       
Post is unread #6 Jun 4, 2003, 8:58 pm
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Samson
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[Moved again - another AFK related post]

There is no code relating to the creation of houses in AFKMud. You simply need to create the room or rooms, set them aside somewhere, and get the new owners to submit descriptions. Once that's done, you add them to the game pending your approval. We didn't use automated code for this because we feel doing it manually retains some measure of needed security in things like this. Allowing players access to OLC, even in limited fasion, is asking for ALOT of trouble. Not to mention the ugly and profane things unscrupuplous players would be likely to put in.
       
Post is unread #7 Jun 5, 2003, 8:42 am
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Xorith
The Null Value
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JoinedFeb 23, 2003

While I agree with players and OLC, I've had some ideas on this subject. Can't remember if I posted them or not *g*

First off, I have a few players in mind who I'd grant OLC powers to, but only on the buildside of things. Mainly for when my city code goes in...

As for houses, I'd like to find a way to use objects for this. Use extra descriptions for room names/descs, and find a way to save exit data and the like. Then map these 'virutal' rooms over non-saving rooms. Thus you have a house object rather than 5 or 10 vnums chewed out of an area somewhere. If that player happens to leave or delete, the object can go with them. More so, you could also set up a 'decay' on the object. Ultima did this, and it makes sense. If you're an owner of a house and not around to see to its upkeep, it should fall apart around you.

I'm also thinking about writing some sort of property code, allowing players to own land/houses and rent them out to other players.
       
Post is unread #8 Jun 5, 2003, 12:30 pm
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Samson
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Objects for player housing data.... interesting. Trying to invision how this would work, but it's an interesting idea and would solve at least the problem of having houses left over after players deleted. But since a house ( and by extension a guildhall ) is a physical structure in the mud, it doesn't make sense for it to be something tied to a player. Player deletes, objects goes, and somehow house just up and disappeared?

The UO idea sounds cool. If only an automated way could be found to do that to normal rooms and have them simply evolve after a player's destuction to have the whole thing decay over time. It works in UO because it's graphical and all they have to do is run a "decay" algorithm on it against a few known tile sets. Text is far more dynamic than that and you could have any number of descriptions and map layouts for it. An active imm staff could monitor time passage and edit descriptions to show the state of decay, but this involves much manual labor.

If another player comes along later and sees this abandoned house, they should have the option of filing a claim for it to take ownership as well. Which brings the property code thing into play. Deeds and the like. If a player deletes and owned property, it should be treated as though they died and the government should assume ownership somehow. Even if this would be unrealistic for some old hermit hut in the woods, can't just let players take stuff like that. It would throw the balance of things off.

As for OLC - never. I can't see any good way to allow them even limited control. The potential for crashing the game is just too high no matter how well the system appears to be running. Players are notorious for finding obscure flaws and failing to report on them
       
Post is unread #9 Jun 5, 2003, 2:01 pm
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Xorith
The Null Value
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Well OLC is different. I plan on giving rulers of cities a limited access character on the build port. Thus someone would review the changes and then update.

As for the object idea - It's not so much deleting, but keeping track. It's much easier for a player to own an object than it is for them to own a set of rooms. It's also easier to perform changes in state and such when there's one object.

The only thing I see a problem is the size of an object if the house is fairly large. I'm not sure what code restrictions surround objects.

       
Post is unread #10 Jun 5, 2003, 7:43 pm
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Somnio

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Gah! Sorry about posting in the wrong area *dunce*
Thanks for the replies, that answered my question enough
       
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