Veygoth's Magma MUD (Pre-release) version 0.84 Saturday, July 24, 1999 Veygoth - veygoth@stax.net See /area/magma_changes.txt for more info. One thing you will want to note first off - Though the original UltraEnvy code supported multiple UNIX platforms, I don't personally support anything other than standard UNIX/Linux systems, which the Makefile.std makefile is used for. It is up to you to figure out the makefile if you have a nonstandard system. The other makefiles are from the original UltraEnvy and should be easy to convert if needed. If you do convert a makefile to work with your operating system please send it to me so that I may include it in later distributions. Magma now loads zones created with Tavril's DikuEdit, which is now included in the archive. It does not necessarily have code to handle all of the flags and values that can be set with the editor, but progress is being made in that direction. This code release is an update to Zen's UltraEnvy version 0.87j. It has certain differences described in magma_changes.txt under the /doc directory. See also README.ue, README.nvy, and README.olc In this version, spells and skills have been split into separate tables. One important thing to remember when coding: SKILLS ARE NOT SPELLS. SPELLS ARE NOT SKILLS. It is very easy to use the wrong lookup and reference functions (skill_lookup vs. spell_lookup, skill_affected vs. spell_affected). Don't do this, because it will cause you all sorts of stupid problems. Skills and spells will now autoadvance with use and training and practicing have been removed. The bitvector system has been completely rewritten to allow for easy expansion by simply incrementing the NUM_AFFECT_BITS in merc.h and then adding the definitions for the bits and supporting code. There is nearly unlimited expansion availiable without completely recoding the bitvector/affect routines, since I already did. AFF_WHATEVER bits are now structs rather than integers and have their own special functions. Corpses will now save with the game, and players stuff stays with their corpse. Corpses have longer decay times. When you die, you will have to go back to your corpse to get your belongings. If the MUD were to crash, the corpses would reload when the MUD comes back up. There is now a rent command, and a menu which you will see when you log in or when you die. This currently only allows you to enter the game or to quit, but will be expanded in future releases. One benefit of this menu is that newbies that are killed at their start point don't have to die repeatedly - they can just log out. The MUD will now load quest data created with Tavril's DikuEdit. It does not yet know how to handle this information, but at least it can now load a complete DikuEdit zone. It can handle the quest messages but does not yet process entire quests. Events are now being implemented. This will allow more accurate timing of various tasks in the MUD such as autosaving characters. They are still young and need some more development. The magic system has been changed. Instead of mages using mana, they will have to memorize spells in order to cast them and once cast they will have to be rememorized. This system is quite young and still has a lot of things that have to be worked out. Right now players have no method for learning new spells as they progress in levels. Also some things that should disrupt memorization or meditation (like combat) do not yet. The trophy system has been introduced, which causes players to get less experience for killing the same mobs repeatedly by keeping track of the kind and number of mobiles that they have killed and reducing the experience a little for each time they have killed the mob before. Mobs can be 'rolled' off of trophy by filling up your trophy with different mobs to the point that there is no room for a new kill. At that point, the oldest one will be discarded to add the new kill to the trophy and the player will get full experience for that mob again. Coins have been converted from the gold system to the copper, silver, gold, and platinum system. All areas other than Midgaard have been removed. Now that the object, mobile, and room formats and bits have changed completely, these areas will no longer load properly and I feel that it's not worth supporting areas that you can find in any other MUD and instead a MUD should come up with all original areas if it is going to be worth putting up. More supporting code for the flags used in DikuEdit is presently being added. Mobiles now have default special functions assigned to them based on their class. Any special functions assigned to them in the #SPECIALS section will displace the class functions and become the primary function. If you want a special function to be secondary and the class function primary you will have to set them class_none and then manually set the secondary function first and then set the primary function on the next line in the #SPECIALS section.