This is a ruby version of Brian Graversen's SocketMUD™. It should run on any platform that Ruby runs on. It's been minimally re-architected to be more object-oriented.
RocketMUD has pretty much the same feature set of SocketMUD with the exception of MCCP support. I didn't see any point in bothering with it.
* Supports 'say', 'quit', 'help', 'who', 'linkdead', 'shutdown', 'commands' and 'save' commands. * Supports ansi - see help ansi for details * Event scheduling system * Any help file changes are automatically detected and loaded. * Code is reloaded by the tick event so there is no need for a copyover command. This is rather simple and crude and if you mess up the code and it can't be loaded you just might have to kill and restart the server. * Player files are stored in YAML format instead of the Dikulike format. There is just a single player file, .yml, not a .pfile and .profile.
This is a ruby version of Brian Graversen's SocketMUD™. It should run
on any platform that Ruby runs on. It's been minimally re-architected to
be more object-oriented.
RocketMUD has pretty much the same feature set of SocketMUD with the
exception of MCCP support. I didn't see any point in bothering with it.
* Supports 'say', 'quit', 'help', 'who', 'linkdead', 'shutdown', 'commands'
and 'save' commands.
* Supports ansi - see help ansi for details
* Event scheduling system
* Any help file changes are automatically detected and loaded.
* Code is reloaded by the tick event so there is no need for a copyover
command. This is rather simple and crude and if you mess up the code and
it can't be loaded you just might have to kill and restart the server.
* Player files are stored in YAML format instead of the Dikulike format.
There is just a single player file, .yml, not a .pfile and .profile.
You can get it from one of the following places:
ftp://sourcery.dyndns.org/pub/mud/rocketmud
http://www.mudbytes.net/index.php?a=file...