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SciffyMUD: Creating Magic |
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The big question is "How can I make things happen?" Anyone can come along, cobble a few rooms together, add a few monsters, and call it a MUD, but we want locked doors, species- dependant traps and - well, quests, of course! So, the law of cause and effect tell us that:
If
<Something happens>
and
<The conditions are correct>
then
<Some effect will ensue.>
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For example, in the case of a species-dependant trap: The <Something happens> could be "character walks into room". The <The conditions are correct> could be "character is not a wumpus" The the <Effect> would then be "character falls into trap". |
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The SciffyMUD uses this cause/conditional/effect system, to allow the administrators to add and change things whilst the game is running. Firstly, you need to consider things in reverse order. So, what do you want to happen when these conditions are met? Work out the correct way of talking about the effect based on the instructions here. Secondly, what must be correct for things to happen? Work that out in the correct game-syntax from here. Thirdly, what player event(s) should trigger this cause-and-effect thing? Work out the events from here |
| You then need to run the connect command. This connects a cause to an event, using a conditional. If you do this often, then I suggest you should save the game. |
| This document is under construction. The connect command has not been implemented at time of writing. |