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<  Game Play  ~  I, Object

wonko
Posted: Tue Dec 11, 2007 8:53 am Reply with quote
Site Admin Joined: 02 Dec 2007 Posts: 220 Location: ...somewhere outside the asylum
MUDs, like most multi-user virtual environments, are comprised of OBJECTS. In simple terms, everything is an object including creatures (players and monsters), rooms and gear.

Items you might find in tMUX need a little explaining as they come in many flavours. the following barely scratch the surface of what is out there...


Last edited by wonko on Tue Dec 11, 2007 9:35 am; edited 1 time in total

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wonko
Posted: Tue Dec 11, 2007 9:06 am Reply with quote
Site Admin Joined: 02 Dec 2007 Posts: 220 Location: ...somewhere outside the asylum
WEAPON objects are useful on a bunch of levels.

The scheme adopted for tMUX is basically level-dependent wielding - that is, when you defeat a monster, it drops a weapon commensurate with it's level. If you can defeat the monster, you should wield the weapon.

Weapons come in many flavours: sharp (like a dagger), thrust (like a sword), pole (like a spear), blunt (like a club) or missile (like a slingshot).

When you pick up an object, try WIELDing it - if the mud replies that "You can't use that as a weapon" then it is not one. It _may_ need to be transformed/transmuted (by druid/alchemist) before it can be used as a weapon, you never know until you try it.

Weapons do DAMAGE based in DICE. Suppose the DICE for a particular weapon is 2d3+4, that is translated as "2 rolls of a 3 sided dice with 4 added after the roll" - this means that a 2d3+4 weapon hits for MIN 6 (2x1 + 4), max 10 (2x3 + 4). Other modifiers effect the actual damage inflicted and luck is also involved.

All waepons have a number of SHOTS allocated to them. the effects how long you can use them before they break and become useless. LOOK at the weapon to see it's condition. Know-aura can tell you the condition of your WHOLE worn equipment.

Some weapons CRITICAL hit, most can be repaired, most can be enchanted - it is worth exploring what works best for you.

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wonko
Posted: Tue Dec 11, 2007 9:16 am Reply with quote
Site Admin Joined: 02 Dec 2007 Posts: 220 Location: ...somewhere outside the asylum
MAGICAL Objects are important in successful gameplay.

Some items are SCROLLS - even if they are not named "scroll", scroll objects can teach you a contained spell - try STUDYing the object. If you already know the spell, it is still useful to use the object as a personal caster.

Some items are POTIONS which can be used on yourself (USE, DRINK or QUAFF it) to release it's magical properties.

Some items are WANDS, containing shots of the magic that can be used offensively against a target. USE or ZAP a wand, include a target if you are aiming it at someone or something.

Some items are HERBS, and can be APPLYed, BREWed, EATen, SMOKEd or USEd to release their effects but be warned, not all herbal items are good, just as not all potions and wands are helpful.


Last edited by wonko on Sat Dec 22, 2007 7:51 am; edited 1 time in total

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wonko*
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wonko
Posted: Tue Dec 11, 2007 9:21 am Reply with quote
Site Admin Joined: 02 Dec 2007 Posts: 220 Location: ...somewhere outside the asylum
ARMOR Items are designed to be worn to protect various parts of your body.

Try WEARing an item to see if it is armor. There is a level-dependent scheme in place in tMUX whereby armor comes in a number of materials, commensurate with the level of the critter that drops it: cardboard, plastic, aluminium, fibreglass, steel, tungsten, carbon fibre etc.

Some classes should ALWAYS be wearing armor, some cannot wear any - you get that.

Some armor is CURSED, making it difficult to remove until it is broken.

Some armor is class and size dependent, some is alignment sensitive - explore your inventory and wherever possible, WEAR PROTECTION!

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wonko*
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wonko
Posted: Tue Dec 11, 2007 9:32 am Reply with quote
Site Admin Joined: 02 Dec 2007 Posts: 220 Location: ...somewhere outside the asylum
MISCELLANEOUS Items

ALL items serve a purpose, NOTHING has been just plonked somewhere - remember that Wonko has a plan and it is complex and inter-related (and his brain hurts when he tries to think of it all at the one time). One of many tasks a player has is to discover the purpose of an object.

To wet your appetite of the sorts of things you might find, I will list _some_ styles of objects:

  • charm (alters your stats slightly)
  • key (unlocks an exit somewhere - der)
  • cash (converts to money when you pick it up)
  • light source
  • sale item (designed to be sold)
  • trade item (designed to be exchanged for a more useful object)
  • map
  • container (designed to put other things in it - like a backpack)
  • hold item
  • novelty item

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Mazil
Posted: Sat Jan 05, 2008 7:36 pm Reply with quote
Member Joined: 02 Dec 2007 Posts: 305 Location: In my fishtank
but the novelty item is really just useless junk no? not any real purpose other than just scenario filler
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wonko
Posted: Sat Jan 05, 2008 9:35 pm Reply with quote
Site Admin Joined: 02 Dec 2007 Posts: 220 Location: ...somewhere outside the asylum
richness is important however, with novelty items I was really referring to things like easter eggs, candy canes and egg nog - seasonal gifts that are distributed for reasons of celebration.

They ALL have a purpose, usually a restorative or useful item (like a larger capacity container)

... i could take them back if you would prefer not to receive them Razz

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Swampy
Posted: Sun Jan 13, 2008 11:01 am Reply with quote
Member Joined: 22 Dec 2007 Posts: 247
Are there also some items which exist to purely to add depth and richness to the game scenario?

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Fattybumbaa
Posted: Wed Apr 16, 2008 4:17 pm Reply with quote
Explorer Joined: 15 Apr 2008 Posts: 1
are the purpose of transformable and transmutable objects, solely for that purpose. some of the help files say that the items are useless except to those two classes.
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wonko
Posted: Wed Apr 16, 2008 4:55 pm Reply with quote
Site Admin Joined: 02 Dec 2007 Posts: 220 Location: ...somewhere outside the asylum
SOme items pad out the richness and add authenticity to an area but do not discount any item as possibly having some purpose. Understand, however, that there are now HUNDREDS of custom objects and it would be impossible to give every object an important job.

Some of you have realised I like to design trade sequences - this gives that which trades to give this that when transformed does that... complexity is it's own reward, especially when you discover it (as opposed to having been shown it).

Wherever possible, things make sense, and are not divorced from the real world in terms of what is actually there now, what could reasonably expect to be found there, or that which works in the scenario.

Transformable/Transmutable items appear useless, broken or used up until the respective class performs their little "smoke and mirrors" trick on them and they become useful.

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