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Mud codebase

TODO -

Players taking damage

Afflictions

Afflictions are, essentially, buffs and debuffs. You would be able to assign negative afflictions to your enemies, and get yourself positive buffs. To a certain extent things would need to know about them, but sometimes they could also be selfcontained.

  • probably make a "Spell" class. There would be a mixin - has_spells
  • basically, would work almost exactly like items - you would always use the accessor methods
  • maybe, each one could have def process_x -> like process_output, process damage
  • and everything that could be processed could be processed by any applicable spells?
  • or should the methods just be aware of specific spells to begin with.
  • definitely, on ticks, spells should run

Mobiles

So a mobile and a player are both similar. The mob, on one hand, is the same except for

  • identification def sym is_named?
  • display methods (display_name, display_description) display_name display_description
  • On_load (this should be overriden by each mob, probably set up its ai) def on_load
  • processing what it sees controller ? receive_data ? hear_line hear
  • maybe it will also have a react_to()
    • This is actually, great.
    • room.trigger_reaction takes care of this

Item actions

Equipment

  • I have some items. You can use the sword as a weapon

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the codebase for my mud, written in ruby

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