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» SmaugMuds.org » Codebases » AFKMud Support & Development » Great codebase but...
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Great codebase but...
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Post is unread #1 Jun 1, 2005, 12:07 pm
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Darmir

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JoinedJun 1, 2005

What I have read about this codebase is great, but there is a couple things I would like to see that this codebase has options of.
Use of having accounts, making it levelless/classless.

Is there any chance of seeing this?
       
Post is unread #2 Jun 1, 2005, 6:23 pm
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Samson
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Unlikely that the codebase will ever move toward being levelless or classless. Most of the game mechanics are built with these expectations in mind.

Accounts are a possibility at some point though. It's been discussed once or twice.
       
Post is unread #3 Jun 18, 2005, 1:39 am
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Xorith
The Null Value
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JoinedFeb 23, 2003

Just a few notes...

DIKU was not built on a levelless nor classless system. It's rather unlikely to find any DIKU-derived codebase to be levelless or classless because, as Samson said, most of the game mechanics depend on both level and class.

This would fit into the department of "making a game your own".

As for accounts, if you do some searching you should find some snippets or even a codebase that has this implemented. Either way, accounts aren't entirely hard to code in. I'm not too sure they fit into how Alsherok is setup though.

One thing to consider with accounts: When revamping trust based on account, I wouldn't allow all characters on one account the same trust. An immortal flag is great, nice to give some basic commands, but not top-level trust. And per-character passwords are also a great idea. The idea is so that an immortal's account with 5 characters doesn't have a central point to compromise should someone feel a tad malicious.

-- X
       
Post is unread #4 Jan 4, 2006, 8:47 am
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Zarius
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Levelless wouldn't be too hard, you'd just have to have a way of bumping up stats so they had the same effect of levelling. However it requires a lot of changes to be made, especially to spells/skills/objects so that they are limited by some other factor than level. Godwars is a levelless code based on merc so you could look there for ideas.

Classless is a bit tougher because balance would be important, but I've seen it done in smaug muds. They used a point system where you could pump points into whatever skill tree you wanted and if you had enough points you'd gain a skill, etc.
       
Post is unread #5 Jan 4, 2006, 6:51 pm
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Samson
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Well if there was going to be a chance of going levelless or classless, it woudln't be with the existing release package. That would be a 2.0 type thing. Easy or not though, don't count on it. There is a distinct lack of time available for anything that major to be done to the code no matter how far down the road it would be.
       
Post is unread #6 Jan 4, 2006, 8:07 pm
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Zarius
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Yeah, definitely something one should decide on for their mud. AFKMud is fine as is with levels and classes :)
       
Post is unread #7 Jan 31, 2006, 6:17 am
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Demiurge

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With just a little work fudging a classless system with the code base can be done. I have done it by removing all class information and building it around one class. I have not worked on a levelless system but if you want to put in the time setting all skills to level one and so on I'm sure it can be done. Removing all classes took me little over an hour. I do have plans on removing levels from most things and building my system on more of an roleplaying reward system but I think the skills alone will take many hours to set up. Good luck!
       
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