Fallout/Wasteland existing code/snippets.
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I found a host for my Fallout/Wasteland game set in South America in a overgrown 'living' wasteland. I've been perusing code other people have developed (cause I'm a amateur) and I see really only one possible code UGS which appears to focus around savage world (which could work) I was hoping to incorporate SPECIAL or the Wasteland system.
Has someone already done work on a Fallout or Wasteland MU with code available? What are my other options aside from UGS?
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@DnvnQuinn Pretty much anything can be converted to Fallout. You could even use d20 if you wanted with only a little conversion.
Anything that can handle a generic world: d20, Savage Worlds, WoD, Hero, FATE, etc, can be used for Fallout with relative ease all things considered some might be closer to the system in the games but I don't think that a pure transport would really work well, mostly because I dislike level based xp systems.
Also: Setting might be neat, I'd play it, just would get really weird seeing people throw occasional spanish words into text, when I assume we'd all be speaking spanish or portuguese to begin with
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Yeah, it would be heavily spanish tilted. But consider that even there the population would drastically be reduced and if people heard of a place full of flaura and fauna (regardless of how mutated it is), there would be a lot of people from the America's both North and South making a mass migration. I'll play around with the UGS. The problem with converting the SPECIAL system, is it exists as a tabletop only as a fan made project. So a lot of the nuances are hidden in the original games code and the rest seems to be guessing on other's parts. Unless I'm missing an official source somewhere.
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@DnvnQuinn I would convert it myself rather than use someone else's fan conversion that way you know what you want out of it and you can make sure you get there rather than trying to hodge podge someone else's vision into your own.
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@DnvnQuinn There are a few varieties of SPECIAL as the games have evolved, and I am guessing it might currently be a little too complicated for tabletop or MU* use because it's a lot less bothersome for computers to do calculations behind the scenes. So I'm not sure using the actual, full system is completely doable, or that much fun. But I mostly like Fallout for the setting. Perks are fun, though, so I can see wanting to have those in some way. FATE could do it, but it really depends on what your focus would be in terms of play.
As far as the theme goes, South America sounds like fun, and there's rooms for all sorts of crazy mutant plants and animals. And there's even room to play with the retro-futuristic Americana because of US influence in South America (the 50s last forever, after all).
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The fan made conversion is pretty legit, though, to be fair. It does capture the essence of the game very well and maintains the fun details that make the system of the game fun, like the perks and stuff.
There's also been a load of Savage Worlds fallout supplements made and released on the internet, of which I have a handful of PDFs. They're pretty solid, too.
The other thing is that J.E. Sawyer, one of the devs of Fallout back at Interplay, before Bethesda, was working on a tabletop Fallout game using a variation called the SIMPLE system, instead of SPECIAL. Might be worth looking into to.
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The problem is, I think. Mush's don't really lend themselves to a Fallout type stat system. Most of those are related to combat and Mush's tend to be mostly social rp, with combat thrown in. The perks that do relate to Charisma or Social stats are usually in regards to followers and gaining discounts at vendors.
I'll need to do some custom working I think. Or try to convert a WoD mortal stat system and merits to a fallout setting. Once I have it up I think I'll definately need help with coding and thinking outside the box in regards to the system.
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@DnvnQuinn So, I get what you're saying, but... I'd contend that the same is true for literally every other gaming system that we see being used on MU*s. Most of the RP is social, and social stats in said systems are largely ignored. And even vehemently opposed, in some cases (because you should RP it! eyeroll) and this is true if you're playing D&D, WoD, BSG, or any other thing. Also, the combat of any system, including WoD is the largest chunk of the system. And that's not just a coincidence. It's just because the combat is the part where the system needs to have the most attention. It's the part of a game where the stakes are potentially the highest. Death. And it's the easiest, also, to define within a codified set of rules.
So, developing a direct Fallout PNP game, using WoD, or FATE, or SWD... doesn't matter. You're still looking at a far more solid and complete combat system for a game where combat isn't going to be the focus, because most people will want to avoid having their characters ganked.
That being said, using WoD and simply remaking the Perks into Merits would be simple AF. The harder problem you'd find would be to create the rules for all the different kinds of weaponry, potential upgrades to said weaponry, and especially energy weapons and Power Armor.
Using even a base Savage Worlds system, on the other hand, has that stuff already accounted for and included in the base game, whether or not you use the existing fan made Fallout supplements.
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@DnvnQuinn
I would go perhaps poke about the wikis and websites of some games that have extensive combat code that handle that side of things to see the types of stuff they do; there are tons of games with combat code that does the big, heavy lifting of that for you.If you're going to make the social side of things work, my one advice would be: make your social stats matter on character vs. character interactions. Then you can figure out what bonuses your social Perks confer. But I think you'd be better off doing custom work, looking at perhaps some of the Fallout game mechanics outside of the SPECIAL thing. Crib from places. Look at say, the Buffy RPG which has some nice mechanics. Look at things, find things you like and that you think will work and crib heavily.
ETA: The combat side of things, just glancing at the Fallout wiki, seems like it would be relatively straightforward. I'd go look at TF2k5 and Megaman MUSH's wikis to poke around their combat systems; you won't find the code (though I'm sure you could ask their staff, particularly 2k5), but a lot of the stuff I'm seeing with temporary buffs/debuffs, various benefits of each stat level and such is really doable in my experience with combat systems.
(Also, I'm going to liberally lift stuff from here; there's some really nice stuff I can convert into powers for my own game).
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I believe moniker over at MUS*H coded a system based on the SPECIAL system. I suggest hitting him up over there.
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@Grindle
A++, would upvote again. Thanks for tracking this down.
Minor warning to other softcoders: This is PennMUSH code, and I haven't gone through to see what might be incompatible with TinyMUX (possibly) or Rhost (unlikely). Always validate code for your game before installing.
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Thanks! I haven't installed anything yet, as far as a mu* code. I've been slacking this week. But you guy's and gals are super helpful.
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@Thenomain said in Fallout/Wasteland existing code/snippets.:
@Grindle
A++, would upvote again. Thanks for tracking this down.
Minor warning to other softcoders: This is PennMUSH code, and I haven't gone through to see what might be incompatible with TinyMUX (possibly) or Rhost (unlikely). Always validate code for your game before installing.
Just did a quick eyeball, it should mostly work out of the box with Rhost, the only things that'd have to be changed are:
@nspemit -> @pemit (Rhost's @pemit by default does spoofing for wiz and higher)
table() -> columns()
haspower(guest) -> hasflag(guest)The rest looked fine.
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It looks like it would fail on TinyMUX because of things like this:
[cemit( ~~, {#248/CMD`ATTACK: #$ returned in @switch check when executed by %n( %# ).}, 1 )]
I'm guessing this is from Penn's peculiar channel system.
TinyMUX doesn't have a 'nospoof' @pemit, so @nspemit --> @pemit will have to do.
attrib_set( xx/yy, zz ) --> set( xx, yy:zz )
I don't see anywhere that the user-defined-functions are defined or created.
So far everything else looks fine. table() and haspower( guest ) both come from TinyMUX.
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Jesus, I'm gonna have to find a coder.
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@Thenomain said in Fallout/Wasteland existing code/snippets.:
TinyMUX doesn't have a 'nospoof' @pemit, so @nspemit --> @pemit will have to do.
And yet I had a variety of code on The Reach
@pemit
ing without nospoof tags, e.g. the posebreak stuff.Hint: just run the pemit as the target (see
objeval
) and no tags are printed. -
Right now I'm talking with @Ashen-Shugar how you and I sometimes butted heads about soft-coding hardcoded commands.
I've softened since then, but then again so have you.
No pun intended.
In this case there's no real reason to nospoof the output. And what you did was change the nospoof outfit. You spoofed the nospoof, which was brilliant.
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@Chime said in Fallout/Wasteland existing code/snippets.:
@Thenomain said in Fallout/Wasteland existing code/snippets.:
TinyMUX doesn't have a 'nospoof' @pemit, so @nspemit --> @pemit will have to do.
And yet I had a variety of code on The Reach
@pemit
ing without nospoof tags, e.g. the posebreak stuff.Hint: just run the pemit as the target (see
objeval
) and no tags are printed.The only issue this runs across is if you restrict @pemit from players, then objevalling to the enactor breaks because pemit() inherits the @pemit restrictions.
Brilliant idea, but gotta keep in mind games that may restrict commands down.
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Oh hey, my SPECIAL system. Glad y'all like. If you're wondering about the restriction for why combat can't be used in rooms to the one zone, that's because it was the OOC Zone- as much as combat might've been awesome there.