TerraMUDX [tMUX] User Community Forum Index
Author Message

<  Is there a DM on?  ~  Room traffic

wonko
Posted: Thu Dec 27, 2007 8:50 pm Reply with quote
Site Admin Joined: 02 Dec 2007 Posts: 220 Location: ...somewhere outside the asylum
RANDOM Room Traffic

I have had many questions and seen many comments about the variable rate of room traffic, so thought it useful to explain some of the mechanics of monster pops.

A room has a total of 10 slots into which monsters can be placed as random traffic. Each game *tick* the game looks at which rooms have players in them, and then for each room, randomly selects a slot, creating an instance of the monster stored in there. If the chosen slot is empty, then nothing pops that tick.

There are a few things that can change the FREQUENCY of pops in a room

  • rooms have a nominated TRAFFIC RATE - this effects the rate of the tick - 0% means NO ticks = no traffic; 20% is _very_ fast tick
  • while ALL rooms are sensitive to whether there is a player in them (ie. they do NOT pop any traffic if no one is there), SOME rooms raise the tick rate dependent on the number of players in it.
  • some MONSTERS are created to "swarm" - that is, arrive in multiples - so when their slot is chosen, the game also randomly decides how many pop at the same time.
  • some rooms are trap-guard combination rooms - by entering the room you can trigger the instant arrival of monsters who are not pleased to see you.
  • a DM, CT or Builder can pop monsters from the monster catalog in any room, or get the game to pop existing random monsters instantly [done _very_ rarely]
  • a DM can temporarily alter the tick-rate of a room [this is done _very_rarely]


Last edited by wonko on Fri Dec 28, 2007 11:13 am; edited 2 times in total

_________________
wonko*
[*some assembler required]
View user's profile Send private message Visit poster's website
wonko
Posted: Thu Dec 27, 2007 8:54 pm Reply with quote
Site Admin Joined: 02 Dec 2007 Posts: 220 Location: ...somewhere outside the asylum
PERManent Monsters/Objects

A room can have up to 10 monsters and/or 10 objects "permed" in them - when permed, the builder must specify the re-pop time (in seconds) after which the object/monster will re-spawn when defeated or removed.

Common timeouts are 1200, 3600, 7200 seconds ... you can work it out, and therefore plan perm-runs if you are organized and no one else is killing the monsters.

_________________
wonko*
[*some assembler required]
View user's profile Send private message Visit poster's website
wonko
Posted: Tue Jan 01, 2008 11:54 am Reply with quote
Site Admin Joined: 02 Dec 2007 Posts: 220 Location: ...somewhere outside the asylum
Monsters or Mobs

Mobs in tMUX are many and varied. It may help players to realize the sorts of things that a designer can specify that effects how mobs behave. [A "mob" is an old-school term for a "mobile creature" but is generally applied to all NPCs - non-player characters]

A mob is actually an relative [sort of a spazzy zombie cousin] of a PLAYER in a Mordor MUD. This means that almost all the things a player has (wear locations, inventory, stats, alignment etc) except a person is not driving the monster, the game engine is.

Like a player, a mobs stats effect how well it can fight, recover, tick and heal. TMUX uses an invented general scheme that is level dependent to determine the stat mix for a mob depending on whether to needs to cast, fight or do other stuff. Rarely, a mob is created with strange stats for it's level, if so it is always for a reason.

Mobs have weapon proficiencies [which are useless as they do not wield] and some have realm proficiencies [which can effect the power of their casting depending on location and spell]. Mobs can be taught spells and have a specified amount of mana when they spawn. Like a player they "tick" and recover them they have taken damage or used mana to cast and like a player, their stats determine how rapidly they do that.

Mobs can have classes and races also, although most do not. Classes are chosen so specific class abilities become possible [remembering the game engine drives the mob, the mob does not wield nor wear armor], but mobs of appropriate class can bash, hasten and circle. Given a mana budget and appropriate spells they can heal themselves and make your life magically challenging also.

Mobs can have an inventory, and be set to "scavenge" [meaning they will actively pick up items not permed to the ground]. Mobs have RANDOM slots that may or may not contain items - when an instance of a mob is spawned, the game engine picks from the "random item" list to equip that mob. This means that some monsters can be stolen from, some resist this however.

When defined, a mob can be specified to carry money [a few have "fixed" cash, meaning they always drop the same amount when defeated] and that amount is the seed for a random amount given tot he mob at spawn time.

Monsters, unlike players can employ BREATH weapons. these weapons are particularly damaging and [thankfully for you, the player] used fairly sparingly on low level mobs. Effects include spitting acid, breathing poisonous gas, breathing frost and breathing fire. Armor is your defense against the full brunt of these weapons.

A mob can have an alignment [good or evil] - when you defeat a good monster, your alignment is decreased making you more evil; conversely when you defeat an evil monster, your alignment is decreased by a negative amount [two negatives make a positive - still with me?] raising your alignment towards good. Mobs do not, however, suffer the ailment players do by being misaligned - they attack just as effectively regardless of their alignment. Some are passive unless you have a particular alignment [ie. some are evil aggro, others good aggro], still others become aggro after you talk to them, some are bad tempered all the time.

Mobs can belong to alliances also, making them more attractive to kill for gang members.

Amongst the nasties, some monsters can poison, blind, silence, drain your XP, dissolve your armor and follow you as you try to run away. Fun hey?

It is hoped that there is a fair and interesting mix of mobs, and the scheme devised for tMUX provides fair reward for effort - that is certainly the intent. Wherever possible, areas that are DANGEROUS to players are obvious, some level limited so a noob cannot accidentally wander in and be slaughtered by something out of their league.

Is this sort of information useful to you the player?

_________________
wonko*
[*some assembler required]
View user's profile Send private message Visit poster's website
Mazil
Posted: Tue Jan 01, 2008 3:13 pm Reply with quote
Member Joined: 02 Dec 2007 Posts: 305 Location: In my fishtank
what processes are used to determine the experience the mob gives?

i find all this programmy stuff interesting, how you can change one little parameter to have a very wierd effect
View user's profile Send private message MSN Messenger
wonko
Posted: Tue Jan 01, 2008 6:52 pm Reply with quote
Site Admin Joined: 02 Dec 2007 Posts: 220 Location: ...somewhere outside the asylum
When a mob is defined, it is allocated an amount of XP based on a devised level and ability scale that is part of the master plan.

When an instance of that mob is spawned, it has that amount of XP to reward it's attacker(s). If you solo, you get it all, if not, you get a proportion of it based on a complex set of calculations that determine how involved you were in the battle (as in amt of damage you caused and to a lesser degree received).

_________________
wonko*
[*some assembler required]
View user's profile Send private message Visit poster's website
mamba
Posted: Tue Jan 01, 2008 7:42 pm Reply with quote
Member Joined: 02 Dec 2007 Posts: 114 Location: the real world
wonko wrote:
Monsters or Mobs


Monsters, unlike players can employ BREATH weapons. these weapons are particularly damaging and [thankfully for you, the player] used fairly sparingly on low level mobs. Effects include spitting acid, breathing poisonous gas, breathing frost and breathing fire. Armor is your defense against the full brunt of these weapons.



Does this mean wearing armor will make these breathe attacks do less? Or will a lower AC?
View user's profile Send private message
wonko
Posted: Tue Jan 01, 2008 8:46 pm Reply with quote
Site Admin Joined: 02 Dec 2007 Posts: 220 Location: ...somewhere outside the asylum
Good question.

Breath weapons are deflected to a degree by armor (and therefore indirectly by AC) - they use separate damage routines so are slightly different in the amount of damage they do to regular spell of combat-routines.

Bottom line however, you will sustain more damage if you are nude than not.

_________________
wonko*
[*some assembler required]
View user's profile Send private message Visit poster's website
mamba
Posted: Tue Jan 01, 2008 9:03 pm Reply with quote
Member Joined: 02 Dec 2007 Posts: 114 Location: the real world
In saying that, most breath attacks being somewhat magical, could one, say, lower the damage done with resist-spells? Like using resist-fire against fire-breathing stuff?
View user's profile Send private message
wonko
Posted: Tue Jan 01, 2008 11:28 pm Reply with quote
Site Admin Joined: 02 Dec 2007 Posts: 220 Location: ...somewhere outside the asylum
If the victim (you) of a fire or ice breath weapon, the effect of that breath weapon is diminished, yes, but not eradicated.

The acid spitting and the poisonous gas are purely diminished by your AC, sorry.

_________________
wonko*
[*some assembler required]
View user's profile Send private message Visit poster's website
Ferni
Posted: Sun Jan 20, 2008 5:57 pm Reply with quote
Member Joined: 05 Dec 2007 Posts: 230
Is it true that yelling attracts mobs?
View user's profile Send private message MSN Messenger
wonko
Posted: Sun Jan 20, 2008 6:18 pm Reply with quote
Site Admin Joined: 02 Dec 2007 Posts: 220 Location: ...somewhere outside the asylum
Ferni wrote:
Is it true that yelling attracts mobs?


The amount of say, tell, broad or yell makes NO difference on the traffic rate of a room or area, sorry.

It might just make you feel better the odd time when a yell is succeeded by an arrival in an otherwise slow traffic area.

_________________
wonko*
[*some assembler required]
View user's profile Send private message Visit poster's website
Ferni
Posted: Sun Jan 20, 2008 6:22 pm Reply with quote
Member Joined: 05 Dec 2007 Posts: 230
I've never used resist-magic before so i was wondering if you try to heal yourself (mend-wounds/vigor) are the effect of those spells reduced too?
View user's profile Send private message MSN Messenger
wonko
Posted: Sun Jan 20, 2008 7:05 pm Reply with quote
Site Admin Joined: 02 Dec 2007 Posts: 220 Location: ...somewhere outside the asylum
Ferni wrote:
I've never used resist-magic before so i was wondering if you try to heal yourself (mend-wounds/vigor) are the effect of those spells reduced too?


Good question and no, restoratives are not effected, merely offensive spells.

_________________
wonko*
[*some assembler required]
View user's profile Send private message Visit poster's website
Ferni
Posted: Sun Feb 24, 2008 1:24 pm Reply with quote
Member Joined: 05 Dec 2007 Posts: 230
The thief in training just opened the door.
The thief in training just wandered to the door.

ive never seen a monster do this before. if they can do that, what else would they be capable of in the means of moving?
View user's profile Send private message MSN Messenger
wonko
Posted: Sun Feb 24, 2008 4:52 pm Reply with quote
Site Admin Joined: 02 Dec 2007 Posts: 220 Location: ...somewhere outside the asylum
Ok, firstly understand that PLAYERS and MONSTERS are teh same sort of thing, main difference is that a player is driven by a human, a mob (monster) is driven by the game engine.

Mobs can do many things a player can do, and much of this can be automated in tmux mods:

  • they can talk and whilst talking they can perform actions (including socials, spell casting, other things
  • they can perform scripted actions - these are "logic monsters" like Harmony and Crystal the cooks in the commune - sit and watch them and they do stuff when someone is in the room with them. Put two logic monsters together and they can be scripted to interract [eg. mouse is in room, cat enters, cat automatically attacks the mouse]. Logic monsters are getting smarter and smarter, they can do things like check if you are carrying something and perform an action if you are [eg. bus conductor unlocks bus door if you are holding a bus pass]
  • they routinely wander in and out of visible exits - opening closed ones but not being able unlock [unless scripted to do so]; they cannot move through invisible exits or hidden exits however.

_________________
wonko*
[*some assembler required]
View user's profile Send private message Visit poster's website
wonko
Posted: Sun Sep 14, 2008 8:40 pm Reply with quote
Site Admin Joined: 02 Dec 2007 Posts: 220 Location: ...somewhere outside the asylum
they can move through hidden, not invisible exits, sorry, my bad. It is however _very_ rare that they move through a hidden exit, the odds are stacked against them moving in that direction.

_________________
wonko*
[*some assembler required]
View user's profile Send private message Visit poster's website

Display posts from previous:  

All times are GMT + 10 Hours
Page 1 of 1
Post new topic

Jump to:  

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum