Void proceed(int work, int reward) {
If (work > reward)
Abort();
}
#format IAC %a 255
#format DONT %a 254
#format DO %a 253
#format WONT %a 252
#format WILL %a 251
#format SB %a 250
#format SE %a 240
#format MSDP %a 69
#format VAR %a 01
#format VAL %a 02
#format TABLE_OPEN %a 03
#format TABLE_CLOSE %a 04
#config {debug telnet} {on}
#event {IAC WILL MSDP}
{
#send {$IAC$DO$MSDP\};
#nop Should be a persistent 31 bit random number, but for testing this'll work;
#send {$IAC$SB$MSDP${VAR}ARACHNOS_ID${VAL}123456789$IAC$SE\};
#send {$IAC$SB$MSDP${VAR}REPORT${VAL}ARACHNOS_DEVEL$IAC$SE\};
}
#event {SESSION CONNECTED}
{
#var MUD_NAME %0;
#var MUD_HOST %1;
#var MUD_PORT %3
}
#event {IAC SB MSDP ARACHNOS_DEVEL}
{
#format time_stamp %T;
#var {DEVEL} {%1};
#showme <118>[DEVEL DEBUG] $DEVEL[MSG_USER] : $DEVEL[MSG_TEXT];
#var result {};
#var result $result${VAR}MUD_NAME${VAL}$MUD_NAME;
#var result $result${VAR}MUD_HOST${VAL}$MUD_HOST;
#var result $result${VAR}MUD_PORT${VAL}$MUD_PORT;
#var result $result${VAR}MSG_TIME${VAL}$time_stamp;
#var result $result${VAR}MSG_USER${VAL}$DEVEL[MSG_USER];
#var result $result${VAR}MSG_TEXT${VAL}$DEVEL[MSG_TEXT];
#send {$IAC$SB$MSDP${VAR}ARACHNOS_DEVEL${VAL}${TABLE_OPEN}$result${TABLE_CLOSE}$IAC$SE\}
}
#alias {devel}
{
#format time_stamp %T;
#var result {};
#var result $result${VAR}MUD_NAME${VAL}Arachnos Debugger;
#var result $result${VAR}MUD_HOST${VAL}idontknow.com;
#var result $result${VAR}MUD_PORT${VAL}1234;
#var result $result${VAR}MSG_TIME${VAL}$time_stamp;
#var result $result${VAR}MSG_USER${VAL}MisterDebug;
#var result $result${VAR}MSG_TEXT${VAL}%0;
#send {$IAC$SB$MSDP${VAR}ARACHNOS_DEVEL${VAL}${TABLE_OPEN}$result${TABLE_CLOSE}$IAC$SE\}
}
#send {$IAC$SB$MSDP${VAR}ARACHNOS_DEVEL${VAL}${TABLE_OPEN}$result${TABLE_CLOSE}$IAC$SE\}
#all #send {$IAC$SB$MSDP${VAR}ARACHNOS_DEVEL${VAL}${TABLE_OPEN}$result${TABLE_CLOSE}$IAC$SE\}
All of which we have in abundance, and being that a CPU demands of your typical MUD client and MUD connection are pretty low, most people have the ability have open their favourite email composer, browser and IM software all at once to satisfy their social need.
Which makes sense, for the sake of the MUD and the sake of the IMC, which in turn then serves no true benefit to players of the MUD.
You implemented the IMC2 protocol in 10 minutes? Or do you mean you just installed the IMC2 Diku snippet?
At the time, I was working with a version of tbaMUD, and I stumbled across a IMC2 patch that I thought I'd give a whirl.
I occasionally log onto other peoples muds to chat with developers, and sometimes the owners or developers of other muds log onto my game for a chat. Some of my players have even left to run their own muds, but occasionally come back to compare notes and share ideas. This would provide a more convenient way to keep in contact.
For very small muds, it can also provide a social atmosphere that would otherwise leave the game feeling very lonely. Muds are inherently social games, and it can be difficult to retain players if there's nobody else to talk to.
And of course the concept could also be applied to intermud minigames. One day I'd like to pit a team of my best War players against teams from rival muds!
All true, and a benefit of partaking in an IMC network. I too enjoy chatting with other owners and developers as I putter along in my MUD, because, as you stated a small MUD can be a lonely place a lot of the time. However, in my case now where I am developing my own custom codebase, to which no 10 minute snippet will exist, would something like this be worth implementing to simply allow me to no longer have to switch MUD tabs in my client to talk to other people. Especially when only myself, and perhaps another staff member or two will be able to use it?