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    Best posts made by Hexagon

    • RE: What is out there? Hard and soft codebases of choice.

      @Thenomain said in What is out there? Hard and soft codebases of choice.:

      I make fun of the SGP for being horrible code, but it is clear and simple and is a fantastic learning aid.

      This is why I like the SGP. I think I've rewritten every one of them at some point, and taking apart the code and making my own probably taught me more about mushcode than anything else.

      The more I work on MU type games, the more I realize that I've been interacting with the game as an abstraction. A lot of the commands I use frequently are someone else's commands, whether something like the common +finger and +watch, or something more specialized like non-wizard targeted build tools, character creation, +accolades, and so on.

      posted in MU Questions & Requests
      Hexagon
      Hexagon
    • RE: WCNH codebase: Pre-made sci-fi PennMUSH, Ruby bridge, and fully-coded systems

      @Rince This looks promising and I'm setting it up now. I've been pondering what system to use for an Eclipse Phase game. This might be the one.

      posted in MU Code
      Hexagon
      Hexagon
    • RE: Econ Code

      @Lotherio I have been thinking of the necessary functions for a system like this, and I have come to the conclusion that it is much more workable if you don't attempt to implement it as an economy and go with a currency approach instead.

      To only approach it as currency, you should only need the following:

      Staff: create currency, destroy currency, global balance, and paycheck
      Players: transfer currency to player, transfer currency to object (if you want player vending), pay currency to object (if you have OOC equipment vending or rent)

      You can get more complicated than that, but if you create/destroy currency you never have to worry about the difficulty of generating a closed loop economy. Create/destroy is used for quest rewards or non-standard purchases. Global balance shows the funds of all characters. Paycheck is a monthly cron job to call create for each player according to an attribute, like resources or a fiat allowance.

      Transfer currency to player is a direct payment for a good or service. If a player owns a vending machine, it's just transfer to object, which then transfers to the owner player.

      I would suggest rent money be destroyed, even if a player character owns the building. They need to reflect their spending balance with the same attribute, like everyone else as there is no depreciation.

      This has been interesting to think about, and with sufficient soft coding I'm sure you could make a real estate game. Was that the intention, or just to have money in the pocket?

      posted in MU Code
      Hexagon
      Hexagon
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