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 Entire forum ➜ PennMUSH ➜ Running the server ➜ PennMUSH Combat System

PennMUSH Combat System

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Posted by Microp   USA  (68 posts)  Bio
Date Fri 20 Jun 2003 07:00 PM (UTC)

Amended on Fri 20 Jun 2003 07:10 PM (UTC) by Microp

Message
I was just wondering if anyone knew of an available combat system that I could plug into my pennmush mud.

I've done alot of searching and haven't seen anything.

I found the following, but don't know if there is a better one out there. I've no use for "guns", I just need the basic weapons and armor combat.
http://moosh.net/pub/mush/mirror/ftp.pennmush.org/MUSHcode/BCombatv2.txt

I also found another,
http://moosh.net/pub/mush/mirror/ftp.pennmush.org/MUSHcode/NCSScombat.txt
However, Im not sure I have the coding ability to implement it.
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Posted by Nick Gammon   Australia  (23,165 posts)  Bio   Forum Administrator
Date Reply #1 on Sat 21 Jun 2003 08:03 AM (UTC)
Message
I would be inclined to use a codebase that actually natively supports combat, like SMAUG, ROM, Dawn of Time. There are heaps of things related to combat already coded into them, like experience, armour, weapons, fighting rounds, death, revival, spells, resistance to spells, and so on.

You could add that to PennMUSH, but it would be a lot of work.

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by Microp   USA  (68 posts)  Bio
Date Reply #2 on Sat 21 Jun 2003 02:20 PM (UTC)
Message
I spent over a year playing around with the different codebases and have settled with PennMush.

The only problem with pennmush as per my plan is that it lacks support for a combat system. Other than that it is perfect.

I was just wondering if anyone had any ideas is all.
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Posted by Meerclar   USA  (733 posts)  Bio
Date Reply #3 on Sat 21 Jun 2003 04:53 PM (UTC)

Amended on Sat 21 Jun 2003 04:59 PM (UTC) by Meerclar

Message
I'm gonna have to agree with Nick on this one. No offense Microp, but if you aren't sure you have the ability to code those in, you are far far better off using a codebase that natively supports combat, no matter how clunky it might be for everything else you want to do. I know from experience that implementing a new combat system is a seriously daunting task when you know you have the skill to do it and it's not something I ever want to work on again if I can help it. It is just so much simpler to find a codebase with a combat system you can live with and butcher everything else beyond recognition. If you are looking for a codebase to reward roleplay and offer combat support, I'd suggest DoT rather highly since it has both with a heavily customizable option set.

Meerclar - Lord of Cats
Coder, Builder, and Tormenter of Mortals
Stormbringer: Rebirth
storm-bringer.org:4500
www.storm-bringer.org
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Posted by Microp   USA  (68 posts)  Bio
Date Reply #4 on Mon 23 Jun 2003 02:28 AM (UTC)

Amended on Mon 23 Jun 2003 02:31 AM (UTC) by Microp

Message
I don't have the ability now, but one day I will.

I'm in no rush, all I was seeking was something to use until I can build my own.

Nevermind, thanks for your guidance.
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Posted by Raveness   USA  (6 posts)  Bio
Date Reply #5 on Thu 06 Nov 2003 07:06 PM (UTC)

Amended on Thu 06 Nov 2003 07:07 PM (UTC) by Raveness

Message
I see this post was made quite sometime ago. But if you're still interested in learning of some softcoded combat systems for PennMUSH. There are some that exist. Can look places like mushcode.com and http://kynn.com/old_mushcode. For my own MUSH the combat is not heavily coded in favor of a more RP oriented environment. We use a system or rolling. If you have time and would like to learn how to code. I'd be willing to assist you. I can be found haunting mush.pennmush.org 1701 as Raveness.

-Kami

Raveness@MUSH/Buffy@ST:L
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Posted by Thecrawly   (6 posts)  Bio
Date Reply #6 on Mon 05 Jul 2004 01:52 PM (UTC)
Message
I hate the hardcoded combatsystems for numerous reasons. Mainly because they are too fast but also because they always seem to lack the flexibility of roleplayed combatsystems. Very few have succeeded in the combat code I think.

No, you dont need any of that. Instead, use something like the softcoded FUDGE-system they use in Starwars:RoE (Pennmush if I remember correct).

That way combat goes from being a mindless automated, random process, into a exhilerating experience based around your actions. Works best with a neutral referee for the combats even if its possible without one.

"As Luke spots the raider he dives over the bardisk, in an effort to take cover."
ref- Allright luke, roll agility -1.
- Luke rolls his Agility -1, the result is Good.
ref- Ok Luke, you manage to dive over it without hurting yourself.
"With a grunt, the raider shoots three bolts after Luke, as he dives behind the bardisk."
ref- Allright raider, roll 3 x blasterrifle -2
- Raider rolls his Rifle at -2, the result is Bad.
- Raider rolls his Rifle at -2, the result is Normal.
- Raider rolls his Rifle at -2, the result is Terrible.
ref- ...Judging by the type of armor vs that rifle and the close range it looks like the middle one caused a scratch on you Luke.

Luke "With a deafening sound the riflerounds tear big holes in the bardisk. With a grunt Luke draws his blasterpistol and tries to crawl away, while keeping his head low..."

And so on...

I will try to softcode something like it, eventually. Once I get good enough that is.
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