From the room above the pit head south twice. Until you reach the hedge maze be on the look out for the angelic hunter he can regen in anyroom after the pit until you reach the hedge mazeas well as ancient sand dragon, fallen angel, aged earth dragonor Dao Lord.
When the monster is dead you will be teleported back into the room you fell from. This illusion will be either: ancient sand dragon, fallen angel, aged earth dragon, or Dao Lord. You head east one more time and fall into a pit and fight an illusion boss. My thoughts right now would be to have a dicionary of monsters each of those monsters has a unique identifer, so when the user initiates a fight it would then look up the unique number in the dictionary I guess then potentially 1 or more users could do dmg to this one unique version of the monsters, havent coded up anything yet but sounds like it might work.Your adventure begins on map 12 room 2368. Still trying to wrap my head around fighting multiple players on one mob. I do have a mud question, not sure if I should post in programming or just put here. I like hearing these suggestions mean I am doing something right since alot of these have been implemented. I did up the rate to 10 hz, for the rooms, items, monsters, spells etc, for the most part I have the exact same methods that load that information on the client and server, the server simply passes a integer associated with the appropriate item, spell, room etc so there isnt a massive amount of information passed. Now I realize this removes the use of telnet clients, so is this a taboo thing or kinda removes the feel of a mud? gameData = ()DeserializeFromStream(ms) Īpp.(new Action(delegate On the client side the data is simply deserialized and displayed, no need for parsing or interpreting. (playerData, 0, playerData.Length) Ĭatch ReadCommand(genericRead, commandBytesRead) Int commandBytesRead = (genericRead, 0, genericRead.Length) If the player has a command incoming lets read it.
= communication īyte playerData = ServerUtilities.SerializeToStream(PlayerManager.PlayerData).ToArray() If ( > 0)Ĭommunication = new () Ĭommunication = () įoreach (KeyValuePair players in PlayersConnected)
Server side code serializing the player data.
Right now I have the capability to chat with other uses and provide player data such as position, hitpoints, mana and such no real logic yet. Here is a snippet of the code to show how simplistic it is / can be. To me this seems much simpler than encoding all the vt-100 and ansi protocol information since we have really moved away from that technology but still want to play those fun mud games:) Right now I can effectively serialize game data into a byte array that is transmitted to the client and then de-serialized back into the class structure from the server. I created a library file that is imported and shares the class data between the client and the server to allow for easy character information transfer. So I decided I wanted to make the server and the client at the same time BUT the client can be created by anyone as well for custom interfaces. Yeah there is greatermud, but it has the same issue as with all mud recreates it uses the old telnet ansi, vt-100 protocols. So I started toying with creating my own mud server modeled after the mud Majormud.