That doesnt change the scripting, I know. My intent has always been to reward balanced parties, as well as to balance classes. I'm also semi interested in the "exp rest" bonus that appears in some MMORPGS, I just have to make sure that it doesnt become abusable. Quests and complicated areas that require parties are can easily compensate players. Scripting is part of the game however, I can however make it easier to gain exp atks.
#Megamud too many rooms majormud full
This will of course take time, and wont be in full effect in the initial release but it is the long term goal. I intend to make more quest driven content. As for making it 100% nessicary to progress thats not my goal. Scripting is part of the game that we know, and needs to be there. Boards use to sell time by the minute so the longer each user spent on lone per day the more cash flow that was generated. I mean MegaMUD figured it out, and that program sucks in my opinion.Scripting was always intended for the game. I really think that with a little time I could get it to keep track of who's in the room without having to #cr alot. The problem with this is if I get blinded, I just sit there and get wailed on. And if it sees You say "attack (*)" then it clears the list and does a #cr When combat ends, it #cr's and refreshes the room list. Well see, that's how I have it setup currently. Then the system I played on shut down so I deleted all my scripts, otherwise I would just post mine for you. I used to have a L56 D-Elf Mystic but got bored when Metro started giving fear to ever mob and its brother without making a defense for it. Megamud even used the same model when it came out. Btw, this was the method used by all of us for years. Sure it lets people see you have a hole in your script, but there is no way to plug it. Simply drop that one from the list and move on or dump the whole list and refresh with a #CR (if you have prompt set to full or full custom). The best way to handle it is to go ahead and attack then trigger on the You say, "ju orc warior" to trap failures. MANY of the msgs begin with "The" but that's as far as the similarities goes, and it's not even in every single one. Assuming of course that there is some common bit to each death message.Įvery monster has a unique msg in that one might say "The orc warrior falls to the ground and breaths it's last!" or another might say "Her illusion shattered, the ice sorceress falls as an old hag!" (these are just examples) The rest is how it appears in the death message. remember that the first word after the alias is the name of the creature you're killing, as you would write it when you make your first attack - as it appears *exactly* in the kill list. #SHOWDB "addm orc an orc captain" and "addm Zsarachnor Zsarachnor" etc to add death messages to your list. My question is, do you think I should take a whole buncha time and do a single trigger for each death msg/monster, or is there a way for me to setup a general trigger to check against a text file of the deaths msgs/monsters to see if it matches one? I know both are possible, but which would be more feasible and/or make more sense? Any ideas?
We're talking hundreds if not in the thousands of monsters. So I obtained a huge list of every monster death msg in the game. MajorMUD doesnt have a general monster death msg, every monster has their own unique msg. This keeps a monster in my list that isnt in the room anymore. Then the problem arises of if the monster dies, not by my hand, while I'm killing another one. So I figure I'll keep all the names in the list instead of purging it everytime combat ends to re-initialize it.
The main problem is that when it gets blinded, it cant see anyone when combat ends, so it just sits there getting wailed on. I recently modified it to allow for priority attacks, but it's no more complicated than that. Ok so I've got this autoattack setup for MajorMUDĬurrently, it just looks in the room, records who's in there and attacks the first available one.