Re: room MV

From: Ryan LeGros (cerberus3@HOTMAIL.COM)
Date: 07/27/98


We've already created a mount system like that, you can stable your
horse, and you'll receive a stable ticket from the stable boy, next time
you want your horse, present your ticket and the horse will be brought
to you. You can also tether it and other things like that, If you have
new ideas to add to it I'd love to hear them and we can work on them.

Brigand of IllusionMUD 4000


Thanks for the idea.  I am currently working on a mount system that will
allow players to buy, own, train, and advance their mount(s).  To make
possible to expand on their abilities I am going to(I guess) an extreme.
I want to create an entire mountfile to save them in.  Each mount would
different...kinda like pfiles.  Thanks for the Room_travel idea.  That
sounds like it would work great.

The way I plan on doing this, there will be no need to change
pfiles.(well, that is my goal)  All the mount info will be saved in the
mfiles(mount files).  The only thing that would change for players would
be in char_specials... by adding the char_data *riding, ridden_by flags.
But that data isn't saved.  If anyone is interested in me
you the stuff(spec_procs, mounts, mount code) when I am finished drop me
an email.  Most likely won't be done for a while because I go back to
school very soon.

If anyone wants to help directly with this, I would be more than
willing/interested in working with someone on this.

Thanks all,


> OBcircle -  (this is what you forgot dimwit)
> Well, I was digging through old mail and I just ran over an old post
about how
> mounts might be useful instead of just nifty.  It hit me... Add a
> flag and have that flag increase the move cost of a room by 3-5X.
Then have the
> mounts cancel out the affect of this flag.  After the code is all set,
add the
> ROOM_TRAVEL flag to all the rooms in your mud that are just connecting
> between town, caves, hamlets, etc (places players want to go).  They
will have
> to buy a horse to make it there without having to sleep every 5-8
rooms. (esp in
> the mountains)  This will also add the illusion that your mud is
bigger than it
> actually is.
> The reason for the ROOM_TRAVEL flag is that I didn't want to double
all the
> sector types.  Also, adding travel sector types would mean I would
have to track
> down all the macro's and SECT_ checks and make sure the new ones were
> --Angus - Sorry for the flame, but if you can't send anything on
topic, don't
> send anything at all.

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