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- Understand the database and you understand MyMUD.
-
-
-
- General remarks:
- ================
-
- Names:
- Every object can have more than one name. The different names are
- separated by pointcommas.
-
- LongText record:
- This record defines a textblock of maximal 2kb with descriptive text.
- This text is stored in the <worldname>.DAT file.
-
-
- The ObjRecord definition:
- =========================
-
- Name:
- This is always the name of the record. For exist and actions the name
- is also the action or exit to type. When an exit is called
-
- North;Go North;Leave
-
- The user is transported through the exit/action on typing one of those
- names.
-
- Password:
- This field is only used for PlayerRecords. (Hmm. why?! It could be usefull
- for exits too..)
-
- Key:
-
- The key field can contain a boolean expression. The expression means for
- Players: If a player can be robbed
- Exits: If a player can pass
- Actions: If a player can call the action
- Things: If the thing can be taken
-
- If the expression evaluates to true, the action is performed and the
- SUCCESS/OSUCCESS text is shown. If it evaluates false, nothing happens
- and the FAIL/OFAIL text is shown.
-
- Location:
- The recordnumber of the location of the object. This can be a room_type
- object or a player_type object.
- For Exit_Type objects it describs the DESTINATION room.
-
- Contents:
- For player_type object this starts the chain of items they possess. For
- Room_Type objects this starts the chain of things it contains.
-
- Exits:
- For Rooms: The list of possible exits and actions.
- For Players: Only one record of the HOME location.
- For Things: Only one record of the HOME location
-
- Owner:
- The owner of the object. Often the creator, but through the ChOwn bit
- or a shop items can change owners. A player has to own an object to
- change it's attributes depending on the player's level.
-
-
- Pennies:
- The amound of gold a player has. Coins are found, gained in temples and
- shops or given by a god or wizard. Coins can be stolen (ROB), spend on
- buying things in a shop, or be given away. Creatings objects costs coins.
- For Thing_Type objects the field contains their value for selling or
- sacrificing.
-
- ObjType:
- Defines the object type:
- Room_Type : a location
- Thing_Type : an object/thing
- Exit_Type : a exit/action
- Player_Type : a player
- Drone_Type : an object which follows the player around.
-
- ObjLevel:
- Defines a player his level:
- Guest/toad : The lowestlevel. Not many possibilities
- Player : Default level, normal play
- Builder : Can build new objects and locations
- Wizards : Can also create magic items and change other players
- their items.
- God : The owner of the playyard. Can do everything. There is
- only one god.
-
- GenFlags:
- General system flags. At this moment none are defined.
-
- Desc:
- A longtext record. Is shown when an object is looked at, read or used with
- not enough parameters.
-
- Fail:
- A longtext record. Is shown to the player if a key evaluation fails.
-
- Success:
- A LongText record. Is shown to the player if a key evaluation succeeds.
-
- OFail:
- A LongText record. Is shown to the other players in the same location when
- a key evaluation fails.
-
- Osuccess:
- A LongText record. Is shown to the other players in the same location when
- a key evaluation succeeds.
-
- Macro:
- A LongText record. Contains the macro commands which perform the actions
- when an object is used.
-
- SEX:
- Nope, not "Yes please" Nerd! The player's sex. Can be Neuter, Female or
- Male.
-
- Room_Flags:
- Define the properties of a room_type object.
- Temple_Room: Items dropped here go to their home location. User gets
- its value in pennies.
- Show_Room: Items dropped here give their value in pennies to the user.
- The item gets more expensive.
- Haven_Room: A quiet place. Users cannot be killed or paged here.
- Loud_Room: In a room marked as loud, other users can overhear
- whispers. Sometimes.. scrambled a little..
-
- Attr_Flags:
- Defines other attributes of an object:
- Link_Ok_Flag: Builders and higher can create new exits and actions
- here.
- Sticky_Flag: For objects it means that when dropped they go back to
- their Home location.
- For players it means that they DON't go home when
- they leave the mud.
- Teleport_Ok_Flag: It's ok to teleport to this location.
- Invisible_Flag: Makes the object or player invisible.
- For_Sale_Flag: Used together with Shop_Type rooms.
- ChOwn_Ok_Flag: For things this means they can change owners.
- For players this means they accept the ownership of
- strange objects.
-
- Garbage:
- List of destroyed objects. In a later version on MyMUD should first check
- this list before creating a new object.
-
- Finger:
- LongText record. The information in this record is shown whenever a user
- @FINGERs an other user or object with this info set.
-
- Storage:
- Ten integers of variable space for use in macro's.
-
-
-
- Boolean expressions:
- ====================
-
- The boolean expression in MyMUD work with objectnumbers. ObjectNumbers
- represent players or things. A player can be or cannot be. A player can
- have or not have a certain level and an object can be in the possession
- of a player or not.
-
- Examples: !1 Means, true if you are not the GOD of the game. (who
- always has record number 1)
- @W True if the player has a level Wizard or higher.
- 34 True when the player has object #34.
-
- These of course are very simple expressions. So there are also operators:
-
- & = Logical AND
- | = Logical OR
- ! = Logical NOT
-
- @[P,B,W,G] defines a minimal level. P)layer B)uilder W)izard G)od
-
- When in the game ME is translated into the players own recordnumber HERE into
- the current location and and items translate into their objectnumbers. I use
- names here instead of numbers for clarity. In reality they are translated into
- numbers.
-
- Now you can make more complex expressions:
-
- ME|RED KEY The owner/player or everybody with the red key
- ME|!ME Always false so lockes an item quite nicely.
- @B|GUEST TOKEN All builders, wizards and the GOD AND the player with the
- guest token item.
-
- Door 1 exit in: (Red Key) Exit back: Red Key
- next door 2: Exit in (!RED KEY) Exit Back (ME|!ME)
-
- The user passes door 1, and can still go back. If he wants to continue though
- he has to drop the key (which should be sticky and return to it's home room
- for someone else to find) Once door 2 is also passed there is no way back.
-
- Expression are also used to lock magic objects. Say you made a potion of
- teleport which you want to keep for yourself. Just set the lock to ME
- Thisway no other user can use the item.
-
- Then there is the $ Symbol which, when used in an expression, is sometimes
- true and sometimes false. This to juice up the game with some random
- behaviour.
-
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