Clan patch by Cathy Gore This is a clan system derived from Sean Mountcastle's guild patch. I changed it around quite a bit... lots of restructuring. It is now fully integrated with OasisOLC 2.0, and can be used with ascii pfiles. This patch uses Daniel Burke's Hometowns snippet. It is not necessary to have already installed this, as it has been included in this patch. I made modifications to his hometowns by adding a new function show_hometowns, so that you don't need to change what's in do_set every time you add a new hometown. I also have added hometowns to the do_show function. This has been tested on a stock CircleMUD 3.0 bpl17 with OasisOLC2.0 and Ascii pfile system. It has also been successfully installed and run on a CircleMUD 3.0 bpl18 with OLC and Ascii pfiles. Modifications you have made to your mud may cause this patch to fail in some places. If this happens, just follow the .rej files produced to manually patch it. **I am NOT responsible for anything you may lose from this patch** I HIGHLY recommend you make a complete backup of your mud before installing this as it does considerable reconstruction to the mud. Originally, this patch required you to place a default clans file in your lib/etc directory. This is no longer necessary, as load_clans will automatically generate one if it is missing. If your clans go corrupt, the mud will crash on bootup, so I suggest backing up your clans file from time to time. Few things to know about the system: Major changes from SM's guilds: - stripped the ranks. See his patch if you want ranks. - restructured it. His was set for when OLC was still do_olc. It's now in for do_oasis. - did all the defines. No, you do not have to go through the hell of figuring out what needs to be defined. I did that for you. - created ACMD(do_clan) and changed all the ACMD(do_*)'s to be subcommands of do_clan The war system pits all out war among all the clans. There's no way to have only a couple of clans at war with each other... yet. That may come in later revisions. The war system keeps track of how many wars each clan has won. There is a 'warscore' command to let you see who is currently winning in the war, and it automatically calculates and logs who the winner of the war is at the end. War also saves through a reboot or crash! If there's a reboot or crash, when the mud comes back up, war's still on if it was on before. The clan guard is a special procedure. It is used in conjuction with clan entrance direction. If your clan town is connected to the rest of the mud with an entrance that leads NORTH into the clan town, stick the guard outside that room with direction = north. Commands: cedit: is the online interface for creating/editing clans. You can set the leader and sponsor of the clans through this, and the next time the player enters the game, they will automatically be set to their appropriate rank. cedit - or cedit 0 will create a new clan and automatically number it. capply: apply to specified clan number. you may apply to more than one clan. cwithdraw: withdraw application to specified clan number. creject: leader command. reject an applicant. caccept: leader command. accept an applicant. cdismiss: leader command. dismiss a clan member. cresign: sponsor/leader: resign as sponsor/leader and stay within the clan as a member member: leave the clan. cwho: list the members of the clan online. ctell: clan tell channel. clans: lists all the clans, their leader, sponsor, clan number, and how many wars they've won. warscore: displays the current number of kills per clan in the current war. Imm commands: show clans: as part of do_show, this lists all the clans, their leader, sponsor, and clan number set clan/rank: as part of do_set, this sets a player's clan and/or rank. waron/waroff: turns war on and off. set war: as part of do_set, this enables you to turn a player's war flag on or off. As per the standard disclaimer, I am not responsible for any damages this may cause. If you don't back up your files as I have warned, your loss. Not mine. If you have any questions about the system, feel free to contact me at cheron98@hotmail.com. Please give credit to myself, Sean Mountcastle, and Daniel Burke (for the hometowns) if you use this, and send me an email at the above address. I like to know who's using it :) Version History --------------- v1.0 ---------- - Created the clan system off of Sean Mountcastle's guild system. Removed Ranks, Guard, and Direction as ranks were not necessary, and guard and direction just wouldn't work. - Released to the public in early June 2001. v1.1 ---------- - Added order_clans function, newclan global. This fixed the bug with purging a clan, then creating a new one that ends up having the same number as an existing clan. Also allows for nicer (ordered) display of clan listing. - Released to the public 8 Jun 2001 v1.2 ---------- - Added a clan war system. Fixed a minor bug that had been noted to me. - Released to the public 12 Jul 2001 v2.0 ---------- - Removed the necessity of placing a clans file in the lib/etc directory before running the game for the first time after installing the patch. It now automatically creates a default clan file when none is detected. Because files can go corrupt, suggest backing up your clan file periodically. - Brought back the idea of clan guards. *Note* I did NOT go back to SM's guild patch for this, so if it looks similar, it is mere coincidence. I haven't even looked at that patch since v1.0 :) - Added an RP aspect to the clans: clan crystals, to allow for clan talk. No crystal, no channel. - LVL_GRGOD+ can now talk on any or all clan channels, regardless of their clan affiliation. LVL_IMMORT+ does not require the use of clan crystals, nor do clan members need to be wearing their crystal to hear an Immortal clan tell. - Condensed all previous patches into one monster patch. - Released to the public 2 Aug 2001 --------------- Enjoy! Cathy Gore aka Cheron DarkonMUD cheron98@hotmail.com See my other snippets on the CircleMUD ftp site! Score/Wizupdate/Saveall/Metaphys