Softcoded systems for games

Other Codebase Compatibility @functions, v 2.0.2

Submitted by Kyrion on Tue, 2011-07-12 00:08

All right, here's a real introduction. This project is a major re-write and expansion of one by Raevnos. The code that follows implements a number (111, to be precise) of functions from other codebases in PennMUSH. Nearly all of these are from TinyMUSH or TinyMUX, which are the two other codebases I've written a significant amount of code for, but there are also a few from RhostMUSH. I hope this would be useful in porting code. A full list of functions and known incompatibilities is in the main object's @DESCRIBE, but it would be easier to list the functions that I didn't port:

(Shotgun) DSS Chargen Code

Submitted by Reaver on Sat, 2009-12-05 06:03

Some more scraps I found. I ended up recoding some of the chargen commands to work with my systems. This might give some indication of the approach I used to reprogram the system, and make it easier to reproduce things if people are interested.

@create DSS Chargen Commands
@link DSS Chargen Commands = #0
@set DSS Chargen Commands = WIZARD

Old Reworked DSS Database Code (Scraps)

Submitted by Reaver on Sat, 2009-12-05 05:53

A long, long time ago. In a galaxy far away...

I reworked Dahan's Skill System Database code to support strings of data in a more clean and convenient way. It was to be said that my admin had decided with me, that we would prefer to not have a skill system on our MUSH at that time. With the wave of my hand, I destroyed the system. However, after a little scrounging, I was able to find the back up of the database I had. Everyone is free to peruse it, it is little information that I have. This technology is long gone and decayed to the sands of time.

@create DSS Database

Virtual Inventory +Look Code

Submitted by Reaver on Sat, 2009-12-05 05:43

A nice little expansion to add +look to your arsenal of commands in the Virtual Inventory System. As the title says, this is the +look code to look at an item, and get its description. It applies to items in the room, as well as the user's inventory.

+look *: Is the proper syntax.

You can add descriptions for item types by adding &DESC_# Item Database=Description.

For example, if
&1_GENERAL Item Database=Food
is your item.. Then..
&1_DESC Item Database=An edible item made of delicious.
would be your description.

Replaced #27 with the dbref of your Item System.

Virtual Item Comsystem

Submitted by Reaver on Fri, 2009-12-04 05:23

#27 Should be the dbref of your Item System. This object needs to be in the Master Room.
You will need to create a new entry in your Item Database, as well.

&#_GENERAL Item Database=COMSYS

# can be replaced with any free database entries you have. (That is, if you're using the default database, you can just make it 2. Since the default database only has 1 entry (Food))

Any comsystems will need to be labeled with this new item. If you did go with 2, a comsys virtual item might be..

&list`inventory me=Nuka_Cola 1 100|Reaver's_Comsys 2 1

Virtual Item System

Submitted by Reaver on Fri, 2009-12-04 05:00

Righto, this is my amazing "Virtual Inventory System". I'll briefly explain how it works. Basically an inventory is saved on a player via list`inventory in the format ITEM_NAME TYPE AMOUNT|ITEM_NAME TYPE AMOUNT

A type is a number, as seen in the bottom most item database variable (1_General)

1 is the number type of the object, and GENERAL is the general item type.

This allows one to &list`inventory me=Nuka_Cola 1 100
to create 100 Nuka Cola's as type Food.

This is great for atmosphere, and reducing MUSH clutter. As

&list`inventory me=Cake 1 100


Submitted by sad hack on Tue, 2009-07-14 14:29

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Submitted by sad hack on Sun, 2009-06-28 13:15

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