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» SmaugMuds.org » Codebases » AFKMud Support & Development » Weather effects on players
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Weather effects on players
< Newer Topic :: Older Topic > discussion on how to implement

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Post is unread #1 Jun 6, 2003, 10:08 am
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Amalric

GroupMembers
Posts48
JoinedMay 15, 2003

I recently discovered a neat part of the Alsherok mud where the weather seems to affect the player. I am talking about the cold in the northers areas. I have been thinking about trying to do something like this but I can't find any references to how this would be implemented other than reporting the weather in an area.
I looked for traps that might *seem* to be weather-related if placed in every room of an area but can't find any. That doesn't seem to be a correct way to go about doing this anyway. Is it a big secret or can the trick of the northern cold be shared?
I am trying to find more ways to make areas "come alive" for players by affecting their stats when the players are in the area.
       
Post is unread #2 Jun 6, 2003, 12:02 pm
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Xorith
The Null Value
GroupAFKMud Team
Posts254
JoinedFeb 23, 2003

I'm not even sure if it isn't already a part of AFKMud... but my thought is this:

We have an update handler that's called every time the game loops. That update handler manages a lot... from NPCs to weather changes. It wouldn't take that much to write a function that checks the current weather in a character's area and takes actions depending on the conditions. For instance, now I can't remember of armor has 'types' of material - if not it'd be good (meaning cloth, metal, leather, ect), but anywho check the character's equipment for things that would be negatively affected by rain... cloth and leather armor, or poorly maintained metal. Since some clothes become stronger when wet, you could also give an AC bonus to those types.

It's all up to you.

As for what's in Alsherok... it may just be in AFKMud somewhere.

-- X
       
Post is unread #3 Jun 11, 2003, 10:08 am
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Amalric

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JoinedMay 15, 2003

Although I love Xorith's idea about checking the weather and having it affect certain armor types and it has gotten me thinking pretty hard on implementing it, it isn't really answering the question I was asking... reworded maybe...
The area outside of the frost giants has an effect in each room of the arctic wastes that drains hit points from being so cold every time you move to a new room. I would like to know how the room was built to accomplish this. None of the room traps that I found do this (unless some sneaky builder changed the room description for one of the traps).
       
Post is unread #4 Jun 11, 2003, 1:17 pm
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Samson
Black Hand
GroupAdministrators
Posts3,639
JoinedJan 1, 2002

Yes, Xorith has many nifty ideas. But regarding the damage thing if you're not properly protected, this is handled by using either the TUNDRA sector type or by using the LAVA sector type. Tundra as you have seen does cold damage per move if not protected. Lava does fire damage in the same manner. Keep in mind I called it lava for lack of anything better to call it. It's basic purpose was to make sectors which are too hot to just walk into blindly.

Also should be noted that desert sectors increase the rate at which people become thirsty.
       
Post is unread #5 Jun 11, 2003, 11:47 pm
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Quixadhal
Conjurer
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Posts398
JoinedMar 8, 2005

It seems like a proper ordering of the sector types, by logical progression might be useful... how far off am I?

restrictions of travel:
BY_LAND -- BY_SEA

SECT_GRASSLAND -- SECT_SHORE
SECT_FIELD -- SECT_WATER_SWIM
SECT_FOREST -- SECT_RIVER
SECT_HILLS -- SECT_WATER_NOSWIM
SECT_MOUNTAIN -- SECT_OCEAN
SECT_AIR -- SECT_UNDERWATER
SECT_UNDERGROUND -- SECT_OCEANFLOOR

affects of terrain:
BY_HEAT -- BY_COLD -- BY_HUMIDITY

SECT_BLANDS -- SECT_TUNDRA -- SECT_JUNGLE
SECT_DESERT -- SECT_GLACIER -- SECT_SWAMP
SECT_LAVA -- SECT_ICE -- SECT_QUICKSAND

SECT_INDOORS -- no natural light or affects
SECT_CITY -- city noises, patrols?
SECT_WALL -- climbable?

SECT_TRAIL -- flavor text, easier travel
SECT_ROAD -- flavor text, much easier travel
SECT_BRIDGE -- flavor text, crosses a river/lake/chasm?
SECT_LANDING -- for the ships
SECT_EXIT -- for the overland

SECT_BARREN -- could be leadin to badland/tundra?
SECT_SCRUB -- could be leadin to badland/jungle/tundra?
SECT_STONE -- no idea (must look in code later)
SECT_TREE -- no idea (must look in code later)

Feel free to correct me, or expound further on the uses of each of these... I am a noob with respect to this codebase
       
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