Quote:
I had heard that DoT doesn't have any hard coded stock areas, mobs, or objs (which is great for us who aren't very advanced in C.)(so we can easily start from scratch) Is this true?
Well yes and no.
Dawn will quite happily boot with no area files, it will dynamically generate one area with a single room (limbo) so people can login. I wouldn't recommend this option, because you would be missing a lot of objects etc... for example the create rose spell uses a rose object. When you kill a mob, a particular object is used for the corpse. A lot of the code has been enhanced to not assume the object is present (create rose will tell the player a particular object is missing and abort the spell for example).
In addition I have recently decided to reserve all vnums from 1 to 500 for dawn's internal use. This will avoid vnum clashes with future versions that add more features (e.g. the herb system).
I think the real strength when talking about hard coded, is that very little is still hard coded. So if you dont like something you can change it without knowing C. 1.69q will take things another little step further forward... as contients names are now stored in a text file (were hardcoded in 1.69p).
There are some files dawn requires to boot, but these are text files which you can change either using an olc interface (raceedit for example), or manually system/races.txt. The olc interface is recommended though.
The biggest flexiblity is the gameedit feature, using this you can easily tweak a lot of the game environment.
Just the flags section in gameedit include the following:
nopermdeath
noshort_descripts holyname_for_all
remort_supported
remort_in_score
no_sublevels no_bias_against_rerolling
role_rolemaster_stats
use_rolemaster_modifiers
no_letgaining_required
bard_done class_creation_no_star
max_align_range22
always_allow_setage
restricted_grouping morgue_enabled
msp_check_fileexist peaceful_mud
read_passwords_as_cleartext
dont_perform_ident_lookups
players_cant_access_others_colours
WIN32_perform_local_dns_lookups
log_all_ip_connects_to_admin/connects.txt disable_rps_system
outfit_enable
show_stat_averages_in_creation newbie_locked
player_locked
no_second_skill_required
admin_default_whoinvis
autonote_renames_to_admin
autonote_immpkill_to_admin
no_weblog
use_laston_imm_value
no_attacking_shopkeepers
shopkeepers_can_be_killed
hide_area_shortnames
newbies_get_all_maps
no_tell_restrictions
bypassduel_reduces_karns
no_duel_required
verbose_dates_in_logs
disable_verbose_olc_logging
nocharm_has_noaffect
no_msg_about_old_mudclients
no_autodamage_command
no_autologoff_for_imm
wholist_sort_by_level
wholist_imms_before_morts
dont_display_codebase_4_login
dont_display_who_4_login
gain_hp_when_leveling
gain_one_train_when_leveling
info_enabled
who_title_enabled
mortlaston_requires_part_of_name
mortlaston_requires_full_imm_name
language_not_scrambled
language_name_not_in_says
no_decreasing_max_karn
no_clantalk
experimental_damage_scaling
display_p_reset_bugs_on_wiznet
autoafk_disabled
storm_damage_messages
show_qp_in_score
And new in 1.69q:
automatic_letheroing
can_teach_spells_while_unlearned disable_extended_ascii_characters
use_dynamic_wizlist
lockers_disabled
I aren't going to explain what they all mean in this message, but I think it really demonstrates the flexiblity.
- Kal