Build 3.0.0.0

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Revision as of 19:39, 27 October 2014 by Bozimmerman (talk | contribs)
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CoffeeMud 3.0 became the first "modern" version of the engine.

All of her basic architecture was firmly in place, and the number of new features reflected a period of amazing expansion.

One of the new features was an expansion of the skills set, which more than doubled during this period thanks to Tim Kassebaum, who provided insight and design work. This was also responsible for the addition of a whole new base class: The Druid.

Another new feature was the donation of the base HTTP server code, which I would go on to expand into the new MUDGrinder area editor for this version, and later into an entire web-based interface to the engine.

Another was the integration of Intermud 3, an underappreciated feature that connected CoffeeMud to the rest of the mud playing world.

Journals, or persistent messaging among players and users of the game, also made its appearance with 3.0, as did the entirely new system of Languages.

Most important, however, was the creation of the "Common Skill" system. Tim also did the considerable head-work for this. It encompassed the ability of players to make their own items -- a direction I had never fathomed. The implementation Tim provided is always one of the most praised features of the codebase, and with good reason.

Here is the complete list of features new to CoffeeMud 3.0:

  1. ANSI support is new
  2. CoffeeMud now has a web server! Yipee!
  3. Add Area objects and Tables and Affect/Properties!
  4. Allow classes and directories to be assigned in the INI file in addition to the default path.
  5. Create a custom command ability, include ability to override existing commands!
  6. Add Notes abilities -- really need for bug fix reporting! Done this way: a Journal can be read, it will list the posts for a given Journal.
  7. Druid : a good new base class
  8. hit and miss strings in the Weapon. Natural Weapons can also be retreived from MOBs, or from Races by default.
  9. From Maree: (Game/Heath Texts), the descriptions for the health of a MOB should be moved to a text file (A resource?), that is loaded. The descriptions would be assigned to the MOB at build time, and should be assignable to GENMOBS via a new tag.
  10. ranged combat?!Yes!And thrown weapons
  11. And ranged pole-arms!
  12. Add CoffeeMud area files!can import and export rooms or areas
  13. Languages! Affects says and replies if you don't know a language spoken by the speaker.
  14. Make mountable MOBS, and mountable Items. Mounted animals will take half of all combat damage, will add to attack ability, and increase movement and will act as a container for the purposes of cargo. Mounted Items will not appear in inventory, and be restrained to a terrain type (air, water, etc). More than one person can mount an item (a boat).
  15. Armor damage/repair, especially cloth from fire, and metal armor from bludgeoning/leather armor from slashing.
  16. banks!(Well, the moneychanger behavior is good enough).
  17. exp from sac/des also based on level of the body. Set body levels based on char level.
  18. Serve and Rebuke commands. Any character may take on a leige. A Leige receives 10% of all experience gained by the vassels, providing incentive to assist the vassel.
  19. Weapon condition, sharpness, and bluntness Weapon repair and sharpening/blunting.
  20. Crawl command, and crawlspace property for rooms and exits
  21. Furniture.. chairs to sit in, beds to lie in, tables to put things on? It's all riding...
  22. Convert some properties to work with the new areas. Prop_NOMOB, etc..
  23. make room properties also work for exits
  24. Multi-Room Item Transporter. Have a TeleportingContainer that, whenever anything is inside it, it will send the items to the appropriate GateObject. The GateObject can be either a container or not. If not, the GateObject will drop its cargo on the floor. The TeleportingContainer and the GateObject will have identical MiscText fields to establish the Keys between them.
  25. Forget spell to make someone forget a skill they try, at random!
  26. Predict Weather spell
  27. Multi-Room Gate would work the same way. An Entry, Exit, and TwoWay type would be constructed. The Entry type would accept "ENTER" commands from MOBs, and drag all followers along, of course. The Following thing would be automatic, if an Exit and Direction extensions are used.
  28. genbed, gentable
  29. ranger skills: find water
  30. kill commmand to switch among targets fighting you
  31. Two-handed fighting
  32. NonVagrant behavior to wake up those sleeping on the streets
  33. Meditation for Mage should be like Endurance for Fighter.
  34. Add last-call date/time string to the "list users" command
  35. be able to drink or fill waterskin from freshwater locales
  36. PlayerKill flag, properties for nopkill areas, rooms, etc.. (and pkill ONLY areas, room, etc..)
  37. vassels command to list the ones who serve you (even those which are online)
  38. Distract ability (can't fight during) to make an enemies scores worse...
  39. Finish implementing height -- make armor that doesn't fit! Armor can init at height 0, and adjust to the very first wearer.
  40. make sure you can create pills that generate experience points
  41. thieves skills -- silent autoloot, silent autogold (thief will autoloot and autogold "off the top")
  42. die of hunger, thirst
  43. appraise skill to give weight, base value, and material of an item
  44. Lore skill for Bards.. allows an identify for them.
  45. Exit/Area/Room property to only let in mobs with certain tatoos (a property that keeps track of one or more tatoos). A property to grant a tatoo when a mob is killed, or an item picked up.
  46. add parameter to spells command to list by school
  47. More stuff for Fighters, especially Paladins and Rangers, who must use their trains for spells. Sweep would make a good Fighter ability, as would cleave!
  48. iron grip spell to thwart disarm
  49. Buy command for standard mobs, to facilitate trades.
  50. race based wearing restrictions, and a "become" method to enforce them (and clothing size);
  51. resources property for rooms
  52. HuntableAnimals that produce pieces of raw meat in inventory when killed. (Resources implemented instead)
  53. Hunt ability for rangers to find them.
  54. QUAL should only list what you DON'T have -- it's too long.
  55. 0-level abilities. Trade skills to produce mundane items. One would go to a "factory", where one could buy raw materials. Facilities available there would be used, along with your skill, to produce a finished product..e.g. a shirt, pants, minor weapons and armor, etc. Mining, Fishing, Woodcutting, etc.. to get raw materials. Cooking to improve the nourishment of Food objects (and remove rawness from Meat). The LeatherWorker ability can mend leather items, Tailor cloth items, etc..
  56. Sap skill for thieves to knock someone out who can't see them.
  57. Binding skill for thieves to bind someone who is asleep (knocked out).
  58. MUDGrinder web service