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» SmaugMuds.org » Codebases » AFKMud Support & Development » House Code...
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House Code...
< Newer Topic :: Older Topic > A musing...

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Post is unread #1 Mar 26, 2006, 8:22 pm
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Xorith
The Null Value
GroupAFKMud Team
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JoinedFeb 23, 2003

Well, this was mentioned on another forum - house code that is - and I figure I'd spill a few ideas I've had for a while about it. Maybe if enough interest shows up here, I'll end my retirement with a snippet and this feature.

I've always seen "items" as more than just that. If you consider how easy it is to add an item type, and the amount of data storage inherint in an item, you'll see that they can be used for a great deal more than what they appear.

I used to use item values in OProgs, combined with my keyword code, to create "active" items. That is, you could make an amulet that has a dial on it, the player can turn the dial and change the "position", then write checks in the OProg for when the player "uses" the object.

Taking this explaination to another level, lets consider the topic of this post - player housing...

Now, it's long been a theory that player houses must be areas, and that they must be "built" by Imms after a player has submitted the layout, design, and some sort of payment for the services of the Imms. True, this is great for a custom-made house, but not all players really give a damn about this. What they're looking for is the pure fact that they "own" a part of the game.

What they could "own", would be an item. That item, being a special type of item, would have data that would cross-reference to room data. I'm talking about "pre-built" houses. You take the item, and ask permission to place it in a room on the MUD. The item is then taken and dumped somewhere until the placement is approved. Now, based on the system... you could roleplay this whole thing. I have many ideas on that, but lets stick to the code. :P Anywho, once the item is placed, it remains "saved" as a reset in that room. As in, it'll always be there. This means we'd need to add storage for some persistant data... but that's no big deal - we just limit what gets persistantly saved.

The item would be the "door way" into the house. The house would simply be virtual rooms, with default information loaded based upon the item used to enter the house. We're talking one or two line room descriptions, and a generic floor plan. The rooms would only be in memory for as long as there's people in them, and if a player quits, they would be "saved" to the room they entered the house from.

Going further...

We could have another type, one I added in my MUD a long while ago - I called them props. The whole point behind a prop is that the item would have a description that would run directly into the room's description. This would be seemless, as if it was a part of the original room description. This sort of idea would allow players to purchase "furniture" and other things for thier house, and decorate as they see fit, offering a level of customization without giving them rights to modify the actual text. Of course, this adds to the data we'd need to save, but seriously - by how much?

All in all, by the end of it, you'll have a way to let players buy houses, decorate them, and actually own something that persists in the game when they leave. Further, if done right, you could have expanded upon the general features of the code... imagine a "persistant" flag for items? The persistant flag would be like adding a reset for the item with the flag, except it also saves any data that differs from the index version of the item. Could you imagine where that little feature could lead? Imagine a well, or a stand of trees. Players could harvest from them, but then must wait for them to replenish. Instead of having all players jump to the same spot when the MUD comes back up after a reboot, it simply continues to replenish as it's a persistant object...

Anywho, if there's any desire to see this thread become reality, I may work on it. I was working toward this with Shards of Reality, and I'd love to see it in AFKMud, if people are willing to build for it. That's just it though... what I propose isn't a simple "cut and paste" deal. Some of the core code will need modification to make it work right, and builders will have to build specifically for this system. In a sense, they'll become less like builders, and more like soft-coders...

Anywho, let me know what you think.
       
Post is unread #2 Mar 27, 2006, 4:25 pm
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Xorith
The Null Value
GroupAFKMud Team
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JoinedFeb 23, 2003

17 Views, no replies. :P Not much interest, eh?

I'll give it a few more days anyway.
       
Post is unread #3 Mar 27, 2006, 8:37 pm
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Conner
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Sorry, Xorith, I'd been busy the last couple of days and hadn't seen this yet. Personally I'd say it looks pretty intriguing. Can you make it all work?
       
Post is unread #4 Mar 28, 2006, 2:56 am
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Xorith
The Null Value
GroupAFKMud Team
Posts254
JoinedFeb 23, 2003

In theory, yes. THe problem would be making it into a snippet when I'm done, as it'll take a lot of editing just to get the needed hooks in. I'll start the design phase today when I get home from work, and I'll go from there.
       
Post is unread #5 Mar 28, 2006, 10:26 am
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Conner
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The next, obvious, question is how difficult would it likely be to convert such a snippet to work with SmaugFUSS rather than AFKMud? ;)
       
Post is unread #6 Mar 29, 2006, 11:22 am
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Vintar

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Great Ideas Xorith, If this can get off the ground it would be a extremely good snippet.
       
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