While working with mud programs in Dawn of Time version S, I found there were more If Checks available than the help files listed. After going through the code, I’ve created a full list all of the If Checks here. act Checks the mobs act flags. if act $i sentinel act2 Checks the mobs act flags. if avoids_all_attacks $i affected Checks if the target has an active affect. if affected $n blind align Check the target’s alignment. if align $n < -2
While working with mud programs in Dawn of Time version S, I found there were more mpcommands available than the help files listed. After going through the code, I’ve created a full list all of the mpcommands here. Mp commands are special commands that allow mobiles (NPCs) to perform scripted actions within the game. With scripting a mobile is able to transfer a player to another location or load an item into the room for example. In the Dawn of Time codebase, players have been prevented from using these commands by adding a separate interpreter for mp commands. affect Sets tired, hunger and thirst values — see ‘help affect_values’. mob affect [victim] <tired|hunger|thirst> <value> mob affect $n tired 20
Back in the ’90s, I built Athens the MUD using the real-life geography of Greece and maps of mythological locations based on their story details. While I built everything from the depths of Tartarus, to the almost exact layout of Athen’s ancient city streets, to the fiery lava tubes of Hephaestus’s volcano workshop and many places between, it was all very inspired by mythological and historical sources. This time around I am building a high-fantasy world from scratch. Where to start? The creation of the universe, of course!
It was late in the summer of 2004 when I closed down the Greek mythology adventure MUD, Athens. Even though I had very rudimentary programming skills, I had extensively altered the code base (Dawn of Time) to give the game a customized and very thematic feel. Two years of my life was consumed by my passion for coding, scripting, building, writing and creating that world.
MUDs are a niche gaming community that I fell in love with back in the late late 90’s. These text-only games have been the corner-stone of online gaming communities for many years. My interest began with a little-know MUD called Age of the Throne. It’s set in 17th Century Paris. If you love Dumas’ books, a MUD designed around this theme is a fantastic idea. After playing the game for a few years, some major flaws could no longer be ignored. I quit the game that had been my 2nd life and walked away. I have been coming up with ideas for MUDs ever since. I ran a small mud called Athens for well over a year. It was always in development and there were only a few of us working on it. We used a code-base called Dawn of Time. It’s a bloated and sloppy mess that many different
A noble, high elf surveys the valley of lush wildlife thriving below the cliffs at his feet as his feline companion stands nearby. Meanwhile, on a completely different world, a Martian Robot attacks a group of colonists in a desperate attempt to exact revenge for years of unfair treatment. These two wildly different pictures are ideas for stories that could be used in one of the many online community games known generically as MUDs or Multi-User Dungeons. While there are many other types of online games available on the World Wide Web, the often over-looked MUDs have many features and advantages to offer both potential players and the people who create them. MUDs are text games played through the Telnet Protocol. Telnet connections can be made through a program named telnet.exe that is included with Microsoft’s Windows operating systems. Software clients offer connections to MUDs with additional features for