Login
User Name:

Password:



Register
Forgot your password?
Vote for Us!
parse description bug
Dec 15, 2017, 10:08 pm
By Remcon
Couple bugs
Dec 12, 2017, 5:42 pm
By Remcon
Bug in disarm( )
Nov 12, 2017, 6:54 pm
By GatewaySysop
Bug in will_fall( )
Oct 23, 2017, 1:35 am
By GatewaySysop
Bug in do_zap( ), do_brandish( )
Oct 18, 2017, 1:52 pm
By GatewaySysop
LOP 1.45
Author: Remcon
Submitted by: Remcon
LOP Heroes Edition
Author: Vladaar
Submitted by: Vladaar
Heroes sound extras
Author: Vladaar
Submitted by: Vladaar
6Dragons 4.3
Author: Vladaar
Submitted by: Vladaar
Memwatch
Author: Johan Lindh
Submitted by: Vladaar
Users Online
CommonCrawl, Yahoo!, DotBot

Members: 0
Guests: 7
Stats
Files
Topics
Posts
Members
Newest Member
477
3,706
19,240
608
LAntorcha
Today's Birthdays
There are no member birthdays today.
Related Links
» SmaugMuds.org » Codebases » AFKMud Support & Development » AFKMUD214: Please advise --> ...
Forum Rules | Mark all | Recent Posts

AFKMUD214: Please advise --> Map spec
< Newer Topic :: Older Topic > Vnums assigments on a specific map

Pages:<< prev 1 next >>
Post is unread #1 Sep 19, 2011, 5:42 pm
Go to the top of the page
Go to the bottom of the page

HubWired
Fledgling
GroupMembers
Posts14
JoinedAug 23, 2011

1) Map 1: 18, 704 sq. miles . 80% of this island is mountainous where players will discover beautiful valleys, etc
How many vnums should I use to create that island ?
Then here goes the rest :
1.a) The island will be divided into 5 different cities / villages / kingdoms.
1.b) Each kingdom will be sub-divided from 18 to 24 smaller cities
1.c) The island will have rivers and lakes which some of them will require from
players and mobs to use boats to travel along or cross them.
This map isn't fictitious. I have a lot written info about it, following your suggestions and Herne's tuto. :)
I'm not going to be a builder, I want to become a Builder. :)
I already have printed material that I'm revewing and making notes. I'm doing some sketches. My project is a very ambitious one. This map is one of the main Island in the "Antilles" caribbean. It all going to start at least a 1000 year before the "new world" was discovered. I have fact, history, etc.
Thanks, folks
Thank you all for your excellent work which it has been a gift by you to us.
We are going to honor you by creating great MUD Worlds with AFKMUD... you'll see .. :)
Hubwired
       
Post is unread #2 Sep 19, 2011, 6:08 pm
Go to the top of the page
Go to the bottom of the page

HubWired
Fledgling
GroupMembers
Posts14
JoinedAug 23, 2011

Part II:
The history involves these islands, starting with the "Hispaniola", Kiskeya by the native goes back at least
5000 years before the discovery of "The New World". I haven't decided yet if I would like to start that way back or just a little closer. Maybe, just enough to have myself challenged into creating small story about how the first inhabitants of the caribbean came from South and Central America which it comes the need of :

A) How to set up continent(s)? ... I know some previous posts' you guys discussed some of the steps involved but please bear with me as I'm a "green newbie" and AFKMUD214 is "huge" in functions, features and little docs. Hernes' tut. helps tremendously but it's not really geared directly for AFKMUD x.x
B) If when I get the first map which is going to be the "Hispaniola" as the central point in the "Antilles" mud world based on true facts, history then I can "link" the rest of the continents affected by it. Is that possible?
C)Does AFKMUD2.1.4 with its ASCII map system will display the map(s) as I go along building it / them ? I mean after I get 18,704 sq. miles map into specific, align vnums
       
Post is unread #3 Sep 22, 2011, 11:22 pm
Go to the top of the page
Go to the bottom of the page

HubWired
Fledgling
GroupMembers
Posts14
JoinedAug 23, 2011

Part III : Overland setup : multiple continents
The world I have chosen starts with indians immigrating from South America, Central America , Caribbean and from Europe
I will have to set up different overland "maps" so NPC and human players can travel around.
Q. : Is that correct about setting up different overland for each continent?

Part III - B: Please Advise - I have issues with changing or leaving along existing races + classes
1) First of all, let me see if I understand MUD's concept of a race. In AFKMUD x.x / Smaug x, etc when refers to let say
"Human" race, it is as a whole, I mean regardless if the NPC / Mob / x player is African, African-American, White, hispanic, etc.. he / she is human and all of this race's classes are avialable to him or her just because is human.
1.a- Now, one of the dilema I have : There are at least 5 "kind" of indigenous people who have different languages, eventhough the Tainos language is more predominant. 2.b - Each tribe has their own way of life although they have some similar activities.
3.b - They have different classes of people .
Even though each of these ethnic groups are human, in order to have players select among which tribe / kingdom they would like to create their own characters from; Q. - Do I have to set each of them as different races, don't I ?
Indigenous people involved in the story : Arawakan people, Ciguayos, Caribes , Tainos , others
European people: Spaniards, French People, English People and later on Africa plays a roll, too.

Attention :
In order to add new race(s) and class(es) in AFKMUD 2.1.4 the one file I found with MAX_RACE and MAX_CLASS was mudcfg.h, const.cpp gives the list of npc_race , npc_class .
Then ins .../system/ tongues.dat , is it the file to add the languagename~ alphabet~ etc, etc ?
Q. : If the above files for races, classes and languages are correct, then what other files should I have to look for and setup before RACES, Classes and Languages Work ?
Thank you folks
wishing you all blessing from our heavenly father Jehova.
Hubwired

       
Pages:<< prev 1 next >>