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» SmaugMuds.org » Codebases » AFKMud Support & Development » Snippet: Healer mobs
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Snippet: Healer mobs
< Newer Topic :: Older Topic > or, how to charge through the nose

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Post is unread #1 Nov 25, 2003, 7:05 am
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Moonwolf

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Hi all

This (I think) was originally a ROM port, that Desden ported to Smaug, and now is ported to AFKMud.

It sets up a new act flag for mobs, "healer", which allows players to buy healing from the mob.

As far as configuration goes, it's a hand editing job of the gold charged for each healing spell, changing the price list as well. Since I have absolutely no idea how to actually write C, I have no chance of making this easy to tweak, sorry

To make it easier, I've moved the instructions to here.

Kathi
       
Post is unread #2 Nov 25, 2003, 7:42 am
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Xorith
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*grins*
This is the sort of thing I'd put into a mudprog. The keyword prog snippet I have would allow you to have players type 'cure'. The only thing missing is a way to deduct money from the player. Hrm... perhaps that'd be a worthy command for other reasons

Good snip though

-- Xorith
       
Post is unread #3 Nov 25, 2003, 7:55 am
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Moonwolf

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Hmm, could use bribes and an abit or qbit to handle such things ...

Then again, my mobprogs are even worse than my c

Kathi
       
Post is unread #4 Dec 1, 2003, 3:37 am
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Samson
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Yep. I don't see why you couldn't use a bribe prog or something to deduct the money. Or just mpforce the player to hand over the gold, assuming they even have enough.

Oh, and Xorith, I'm gonna have to seriously consider adding this keyword prog stuff
       
Post is unread #5 Dec 5, 2003, 1:49 pm
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kilroy
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Thanks for that Kathi,

I am all in favour of making things easier, and once adding the snippet, and then make the mob a healer, done - no progs for every mob in a city that you want to be a healer

Kilroy
       
Post is unread #6 Dec 5, 2003, 2:01 pm
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Moonwolf

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You're wecome

Keyword mobprogs would be nice, so would variables *hint hint*

Kathi
       
Post is unread #7 Dec 6, 2003, 7:39 pm
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Samson
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Keyword progs are easy enough, Xorith has a snippet for those I've been meaning to install. Variables would be quite a bit more work, and are beyond my understanding of how the prog driver even works.
       
Post is unread #8 Dec 6, 2003, 7:52 pm
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Moonwolf

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I've seen code that does it to a certain degree:

http://www.auricmud.com/snippets/variables.html

I just haven't gotten around to attempting to implement it yet, I have even less understanding

Kathi
       
Post is unread #9 Dec 6, 2003, 7:54 pm
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Samson
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I've seen that too, and I'm wary of anything Auricmud puts out. I've had to fix what little I did use from them, and have helped others fix much of the rest of it when implemented on their muds. Playing with the prog driver using his code scares me, so I don't think it would be wise
       
Post is unread #10 Dec 6, 2003, 8:27 pm
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Moonwolf

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This I did not know, and will definately bear in mind while searching for new goodies to port

Kathi
       
Post is unread #11 Dec 8, 2003, 9:35 am
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Xorith
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I've but a *lot* of thought into supporting variables.

This is my conclusion:

The small amount of areas where it'd be useful does not justify the large scale modification it'd take.

This is also with my idea being very very very basic. You could specify white-space seperated variables by using some sort of code. (like *). These varaibles would translate into $0 through $9 inside the program. Again, quite basic and simple.

I might do it at some point.

-- X
       
Post is unread #12 Dec 10, 2003, 5:03 pm
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Cam

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MMMMmmmm.... progs.... one of my favorite hobbies (progs for everything!, otherwise known as wanna-be coding ) yeah, this could be done pretty easily with a prog, now if it could just be made so that you could create a prog without a mob/object/room to assign it to and assign it as needed (like setting it as a flag like all the other ones... or even making it so you could choose to only be able to reference it within the area or mud-wide) all with online editing... that would be the shizzit!!! Of course, there's a lot of things I would have to see changed to actually make me happy with progs


Hmm... now that's what I call a job for you coders out there! Make me happy!!! Hehe... j/k... kinda...
       
Post is unread #13 Dec 11, 2003, 6:24 am
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Xorith
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When I was looking into variables for mudprogs, I was also exploring real true 'MUD Progs'. Global soft-coded programs. Basically... you could OLC simple commands.

-- Xorith
       
Post is unread #14 Dec 11, 2003, 2:02 pm
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Quixadhal
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and so it begins...(encounter suit closes mysteriously)...

Just be carful not to wander too far down that path, else you'll start thinking about embedding a real interpreter (such as lua, or python) into the engine... then you'll start wanting to code mobs and objects and even rooms in it... and then player commands... and then low-level objects that don't direclty map to things in the game world... and then suddenly you'll wake up and realize you have an lpmud that uses something other than LPC for its language!

Not that lpmuds aren't very cool, but that goes beyond "extending" and into the realm of "coding from scratch". I've actually wanted to work the other direction... taking an lpmud and teaching it how to use diku-style file formats so the vast seas of rooms that don't have custom code don't have to be C files.
       
Post is unread #15 Dec 11, 2003, 2:08 pm
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Xorith
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Here's my thing:

I like LPMuds I like how they work, and I'd love to have a MUD that's as flexible (by a very destinct definition) as an LPMud. Now, what I mean by flexible is the fact that you can program things to do just about anything.

I don't want to ever make a mobile, object, or room something that has to be programmed. The current OLC commands are quite nice, and except for the want to put my MUD into a database, I don't want to change that. However, I want to have the ability to 'flex' my MUD. To add such an extreme twist of dynamics that it leaves some players wondering 'how the heck did he do that?'.

-- X
       
Post is unread #16 Dec 12, 2003, 4:18 pm
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Samson
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You mean more or less like Trax did with his place before he closed it? He had some nifty stuff in there, from what little I saw. And it was basically just an extended form of the classic mudprogs. Only with much better variable support and stuff. Wish I had been able to figure some of that out, I could have had the system ported by now. But it would have made all previous progs incompatible. Ah well.
       
Post is unread #17 Dec 12, 2003, 4:28 pm
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Samson
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Actually, Noplex sent me a fascinating little package calle Mudlle, which is essentially a scripting language for Diku. It's supposedly the code they use on MURPE or something like that. From what he's told me, it's VERY powerful. So I imagine it could do alot of neat things in the right hands. I just never tried to compile it, can't figure out how to get it interfaced with the mud. No directions
       
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