r/MUD

Evennia 6.1.0 released!
▲ 26 r/MUD

Evennia 6.1.0 released!

Evennia, the open-source Python MU*-creation framework, just got its latest update!

This has a lot of fixes, new contribs and some fun improvements, such as the webclient showing when people are about to say or emote something in the location you are in. Changelog.

Thanks to everyone in the Evennia community that worked on this!

u/Griatch — 21 hours ago
▲ 8 r/MUD

Any current players of Clok?

Hi, R/MUD, Many years ago, back when I was younger and more sociable than I am now, I used to eat, sleep, live and breathe Clok. I didn't get too much into the lore, but I was big on role playing at the time and absolutely loved my various characters, especially my artisan and my elemancer. Some of my fondest memories, besides some of the role play messes I got myself into, involved spending hours alone in my artisan's rented workshop trying to forge nails until I got something that vaguely resembled nails. If I ran out of metal, no problem. Go to the mines for a few hours, mine up a bunch more metal, and go back to the workshop to do it all again. I eventually fell out of love with Clok, and then eventually it folded. Now that it's back, I've tried a couple of times to get back into it with little success. I currently find myself feeling lost and MUDless. Nothing seems to hold my attention for very long or provide that same dopamine rush as before. THis has only been a problem for about the past six weeks. So tonight, I was thinking and wondered what Clok is like now from the perspective of current players. I've not revisited it in at least a year, I don't think. Is anyone who is currently playing there able to tell me what the game's like these days? Has the artisan class been reinstated? Because when I last tried to play I don't think it had been. In your opinion, from a current player's perspective, what are some of the perks and drawbacks? Does it keep you coming back again and again, and if so why or why not? Sorry this was so long. I'm really wanting to find my MUD groove again. I just don't know where the hell I put it. LOL.

reddit.com
u/DarkAngelCat1215 — 24 hours ago
▲ 33 r/MUD

Interview with Aelyn, creator of the medieval fantasy game Erion MUD

A warm thank you to Aelyn for taking the time to share her work on Erion, which just recently celebrated its 21st anniversary!

Some of the topics covered:

  • How Aelyn codes the game without the use of her hands.
  • The sheer amount of content available in Erion, but more importantly:
  • Some of the quality-of-life and accessibility features that set it apart.
  • Aelyn's advice for starting and managing a MUD project.
  • What's new as of the past couple of months, plus what's coming.

Link to the article:

https://writing-games.org/erion-mud/

u/the_andruid — 1 day ago
▲ 21 r/MUD

Dragon Ball Calamity, the MUD where the universe dies every month

Every month, the entire universe is wiped and rebuilt from scratch. Planets are redrawn, new enemy factions move in to raid them, and the skills you can hunt shift with them. Your character and everything you’ve earned carry over, but the world you’d mastered is gone and the climb starts fresh. That rhythm of build-up and calamity is the whole game.

I’ve been building Dragon Ball Calamity (https://dbzfor.us/) around one question: what if a MUD’s world never had the chance to grow stale? You can play in your favorite MUD client or we have a solid web client and it’s ready for a beta beating.

A few things that set it apart:

The world is never the same twice. Planets are pulled from a big pool of Dragon Ball worlds (Namek, Vegeta, Future Earth, Planet Plant, and more) and reshuffled every cycle. Each one draws a raiding faction that rotates too: Earth might be under the Frieza Force this month and Lord Slug’s mutants the next, each with their own moves, taunts, and behavior.

Skills drop like loot, not on hitting a specific power level. Techniques and gear drop from the enemies you fight, and the game tells you exactly which faction drops what, so you can hunt the move you want or trade for it at the player auction house. Skills never cap: keep leveling Basic Combat and your auto-attacks start catching multiple enemies at once; push Hellzone Grenade and it rains ki across a wider and wider ring of rooms.

Combat that describes itself. Hand-written flavor, race-specific fight lines, and text that reacts to where you’re standing: you’ll slam enemies into mountains and watch bodies vanish under Namek’s oceans. The command set is deliberately small, so you’re fighting within a minute of logging in without having to memorize a dictionary of terms.

Every race plays differently. Not just stat spreads, each has its own resource. Saiyans build Rage as they take hits and turn it into raw power. Icers build Fear and start executing wounded foes outright. Anubins (Beerus’s people) charge Hakai for one annihilating strike. Androids learn their enemies, growing deadlier against foes they have fought before. Most races branch at the top, too: chase Super Saiyan 4, or take the divine road to Super Saiyan God. Pick the fantasy you want.

Fights the whole server shows up for. As each cycle winds down, a God of Destruction descends with a community health bar for everyone to hammer, and rewards scale with how much you pitched in. Every cycle also crowns an Ascendant faction that spreads across all worlds, hitting harder and dropping richer loot; break their shared health bar before the calamity and the whole server earns a boon (+10% XP, +15% drops) for the rest of the month. Smaller events roll on every planet in between.

It’s a genuine passion project, and it’s in beta: rough edges, features still landing, tuning to do. But the core loop is live and, I think, genuinely fun. If a Dragon Ball world that remakes itself every month and never stops handing you new power to chase sounds like your thing, come break it and tell me what you find.

u/TheLegendaryGatz — 1 day ago
▲ 9 r/MUD

What is missing in your opinion?

What kinds of MUDs are missing from the ecosystem, or what new features in MUDs that you already play would you like to see exist?

reddit.com
u/Galitzianer0 — 3 days ago
▲ 11 r/MUD

Back in 1998...

I was chatting with the original founders of Ansalon and...

https://darkwiz.org/play?host=ansalon.net&port=1998

It's Ansalon, nearly stock Rom, from 1998.
With all of the Ansalon old old areas (loads of stock)
Feel free to jump in, run around, whatever floats your boats :)

Only took 4-5 hours of code fixes for compiling, area fixes etc (and port from a windows port back to Linux). Thanks Ahotasu/Paladine!! aka DSG.

#textbasedrpg #ansalon #ansalonmud #dragonlance #mud #rpg #rpggames

reddit.com
u/SkolKrusher — 2 days ago
▲ 21 r/MUD+1 crossposts

Dark Ages World of Darkness MUD seeking website upgrade

The Game: HavenMUD (havenmud.net port 2000) is a 1200s Dark Ages World of Darkness game featuring a custom d10 system, heavy vampire theme, and active GitHub development.

The Goal: Our current site is a bare "we exist" placeholder. We need a complete overhaul to transform it into a gothic landing page and a comprehensive documentation hub for our mechanics, systems, and lore.

The Role: We are seeking a web designer/developer to build this platform. There is also an opportunity to join the team as part of the regular in-game staff if desired.

>

How to Reach Out:

reddit.com
u/mssxtn — 3 days ago
▲ 5 r/MUD

Fireworks on Ansalon!

Find the Fireworks Quest!

We're celebrating the holiday with a world-wide scavenger hunt on Ansalon MUD.

During the event, festival fireworks are appearing all across the world. Every firework is marked with the location it came from, and your goal is to collect fireworks from as many different locations as possible.

Turn your fireworks in throughout the event to earn prizes... or save them and compete for the Grand Prize!

The Grand Prize will be awarded to the player who collects fireworks from the greatest number of unique locations across Ansalon.

Looking for an edge? It might sound a little strange, but spending time around kender, gnomes, gully dwarves, and even local children during the evening fireworks may prove surprisingly rewarding. While the fireworks are launching, they have an uncanny habit of "finding" a few extra fireworks to carry around...

So get out there. Explore the world, visit new towns, meet the locals, and see how many corners of Ansalon you can represent in your collection.

The quest runs now through Monday, July 6th at 12:00 PM (PST).

If you've been looking for an excuse to explore a classic Dragonlance-themed MUD, this is a great time to jump in.

Good luck, happy hunting, and enjoy the show!

www.ansalon.net

telnet ansalon.net 8679

— Ziv & Co.

reddit.com
u/SkolKrusher — 3 days ago
▲ 19 r/MUD

RP-MUD sampler experience

Nobody asked but here are my first impressions of a few games I tried, with a priority on games that are RP-mandatory/RP. If anything this is more a reflection of me as a dusted up mudder than any sincere critique of each game, which are clearly doing all fine.

Armageddon (now closed) - Great while it lasted, unfortunately caught it shortly before it shuttered due to OOC toxicity/misbehavior. Loved how seriously it took its RP, good player-to-world-size ratio, but maybe it was like being in theater, the drama kids stirred drama.

Apocalypse - a natural, easy migration due as being cousin-code to Armageddon. Honestly, APOC deserves credit where credit's due, in that it seems held together primarily by 2 admin, one front of the house, one back of the house. Unfortunately it suffers from a low player base, I think 5-6 was a good day during my playtime, which even on a small map meant it was hard to organically stumble upon others or RP. Small player base meant that player-driven economy/RPTs were very limited, and this punished craft-focused, non-warrior characters and introvert character personalities. Their Build-Your-Own-Clan system also had a very steep cost to build and maintain, which basically meant a lot of grinding because again, the economy was quite flat. But bless the devotion and tireless work of their admin for the RP/engagement they lead. The help files were a bit patchy/sparse. I feel decent temptation to return.

Sindome - My only familiarity with cyberpunk was completing Cyberpunk2077 but that was honestly enough for all its lingo and world to make sense, so I figured I'd give it a shot even though my preference is for fantasy. Building the character felt easy, they provided great prompts to nudge a backstory out of you and on the fly I had a great character I was honestly excited to play. Once my char touched down in the world however - holy overstimulation batman. Every room had incredibly long descriptions and 5 different color-highlighted items/NPCs etc. In many ways it was very on theme for a Cyberpunk future but from a functional standpoint, hard for my eyes navigate and speedread the way you need to with MUDs. The constant auto-scroll per spam/channel chats I couldn't figure out how to turn off made it nigh unreadable and I had to bail day one, not even out of the newbie area.

ThresholdRPG - I appreciate it is RP-enforced and a playerbase of 100+ at any given hour is insane. The player-to-world size ratio felt very fair and movement was appropriately delay-less and speedy. Tutorials and character design system were very straight forward. That being said, it started my char at 18, and had RPG-standard starting tasks of kill mobs-gain-coin-level-up. Nothing wrong with that and clearly it's doing well. I was just looking for something a bit more heavily focused on RP, so the mob-tasks kind of broke immersion, while the starter age restricted how I wanted my char to wake up in the world. Appreciate the color-coding that added to legibility. The droppable/resetting inventory system did not make much sense to me. First impressions it's probably not RPI enough but keeping the door cracked open. The website's info files are dated - new races are not listed, and the sorcerer guild has been merged with mages.

Harshlands - There's so much potential and a high barrier to entry. The help files are simultaneously really thorough and yet stop just short sometimes of telling you the exact command and steps. The income token system is somehow both liberating that you don't need to depend on player economy, and yet very confusing. The cool down on actions and the craft system of interacting with just about anything is not intuitive or well explained in the tutorial. Were it not for a kindly player who walked me through the very basics to getting started, I might've bailed in bewilderment. That being said I'm split on whether this is my MUD. The RP seems rich & deep, there's virtually no limit to how a player might grow their character/footprint on the world, but the learning curve is very steep and I'm tired with a mushy brain. Also, even though 20 players on avg is a solid headcount, the world is very large and so the functional player-to-world ratio feels low. They've done a great job of populating the world with NPCs to a fault - I genuinely struggle to identify whether an NPC or real player is in the room. All in all I can sense the potential and remain very intrigued. I think they JUST added color-coding? Nice.

Again, none of the above is meant as true critique or intended to dissuade players. If anybody has any recommendations of what to try, would be curious!

reddit.com
u/noMenma — 4 days ago
▲ 10 r/MUD

Equestrian MUD?

I've never played a MUD before. I stumbled across them as a concept while researching for a solo rpg pen+paper+dice project I was working on, and they really sound up my alley! I want to give one a try.

I was hoping/wondering, can anyone reccomend a MUD with horsemanship/riding/equestrian care etc? I'm a horse girl at heart, so if I have the option to play a game where I can pet/ride/befriend a horse, I will.

Any suggestions or advice would be appreciated. Cheers.

reddit.com
u/Little_Bowler2771 — 5 days ago
▲ 5 r/MUD

Looking for info/commentary regarding extant or historic MUDs with a "planetary romance" or "sword and planet" theme?

For reference, the wikipedia article for planetary romance

u/nadmaximus — 4 days ago
▲ 16 r/MUD

Mossworld

note: I have absolutely no idea what I am doing and I am actually a bit scared to post this, but.....

Mossworld.

  • telnet mossworld.ca 4000 or browser client at http://mossworld.ca
  • classes, races, alignment, zodiac, dice-driven combat system.
  • aims to present as a DikuMUD with many improvements.
  • completely new codebase unconnected with anyhing else
  • economy is gold, silver and copper coins, with banks to deposit, withdraw, and exchange.
  • I am working on shops right now! buy, sell, value, list...
  • advanced Donation Room system -- you're going to love this, it's a daft little rabbit hole that rewards poking around.
  • An in-game encyclopaedia of the realm's people and places. Wow. "ec guild". Yeah, I know! "ec map" coming soon, I promise. So busy.
  • Live world-building: Want to be a zonebuilder? Share your ideas? Become a part of Mossworld!
  • Will reward exploration and reading to discover secrets.
  • Many new features coming.
  • Responsible dad server owner.

So, what's a MOSS? MUD, or Shared Sandbox?

We got imaginative classes (professions), races-- did I mention you can be a cat? We got Pirates, Fencing, Fighting, Monsters, Gold, Donation rooms, Sewer rats, Adventures, Quests, Shopkeepers, Guildmasters, True love... and the chance to make the world you always wanted; to dig your own new rooms and zones live, right in the game, with your own two hands. Custom unique item and mob creation. All in-game. All live.

Yes, Mossworld is small, we don't really have any items, mobs, zones, and the city isn't even half built yet. I'm a working dad so things are a bit slow. Sorry. But hey, this is my dream. Maybe that means something. Well, it means your feedback actually means something.

Come kick the tires. Tell me what's broken, what's missing, what you want to see. Or just hang out, kill a few mobs and quit. Maybe, just maybe, that's exactly what you need right now. Go bash some zombies, kill some rats and backstab some janitors. Cast magic missile! Get me some zombies, rats and janitors! Grind up some levels and gold! Levels and gold, kid... Levels and gold.

Let's ROCK!

note: full instructions at mossworld.ca/wiki

reddit.com
u/AppledogHu — 5 days ago
▲ 15 r/MUD

Sundering Shadows

Has anyone tried this mud? I have been playing it for roughly a month now and I think it’s amazing. There are tons of Pros ranging from tons of classes, races to tons of skills and feats. I can only find one Con (at least for right now: lack of players. If you decide to play and have questions, feel free to message me.

sunderingshadows.com : 8080

reddit.com
u/gatriot — 5 days ago
▲ 27 r/MUD

"Any EverQuest MUDs out there?" - well I built one.

Over the years I've seen this question come up on r/MUD quite a few times.

"Are there any EverQuest MUDs?"

For the last few years I've been working on Beyond the Void, a free MUD that's heavily inspired by classic EverQuest while adding its own ideas and plenty of quality of life changes.

My goal wasn't to build just another fantasy MUD. It was to capture the feeling of exploring classic EverQuest in a text world—as faithfully as I could while still taking advantage of what MUDs do well.

Some of the things you'll find:

  • EverQuest-inspired races, classes, spells and zones
  • Multi-classing with up to three classes
  • Multiple active pets at once
  • Rebirth system
  • A modern fast-travel system through the Void that cuts down on endless running
  • Custom quests and tradeskills that support long-term character progression
  • Built-in support for Mudlet, MudVault, MUSHclient and qMud

The game is completely free (no paid perks whatsoever) and fully playable. It's been under active development for a few years and continues to grow every week. If you've been one of the people over the years wishing there was an EverQuest-inspired MUD, I'd genuinely appreciate any feedback. There's also room to help, if you are a MUD developer.

Website: https://voidmud.com

u/Gorgar_007 — 6 days ago
▲ 0 r/MUD

The Shattered Clock – LF for closed beta testers (& potential creators).

Game example images - https://dalais.org/gallery-example-images/

Real gaming started with MUDs so we’re bringing a new genre of gaming to the world with the foundation and strength of a MUD.

This is a single-player game where you are the Hero of your story, but also where some of your actions (quest completions, rogue jobs, trader contracts, other things) have ‘echo-effects’ on everyone else's game. For example, your game economy (items appearing for sale, or being sold) depends on your and other players' actions.

Simple & complex combat system (you can’t just hack and slack, unless you massively overpower your foe).

  • Magic, Prayers, Sword dances.

  • Fighters, Mages, Rogues, Clerics, Traders (farmers, as a job, not a class).

  • Crafting (alchemy - potions, poisons, oils).

  • Level with experience, with class, with skills.

  • Turn-based – So you can get up and turn the cooking off, see to your child, or answer the door, with no risk to monsters (or other players) ganking you or killing you off.

  • Character sheet with all your details and more.

  • Inbuilt mapper, auto-nav, journals, atlas, bestiary, more.

  • Type all your commands, or use buttons for some commands.

  • No servers, no p2p connections, this is done via blockchain wizardry.

  • No servers/p2p = no server or game shutdown, ever. You could still play this game in 100+ years’ time.

We have built the foundation of worlds yet to come. Do you want to be a part of it?

We are looking for Closed-Beta-Testers to help us bring this forward to the next stage. As a tester, no money is needed, even if it were, 10 pence could last you months. And there are large starter areas where nothing is needed at all. For those curious, an example in-game fee is getting past the guards at one of the towns, it costs roughly 2/1000th of a penny.

A message for Creators – If you like the game after your beta-testing and you are interested in creating your own areas for other players to visit, explore, solve quests, etc, or just leave your permanent mark on the world (you can even add ingame payments for other players to visit/access your house/dungeon/village/whatever), then let us know, we will be looking to add a small team of content creators (you do not need to be a coder, templates are provided, integration is done by us).

If you have questions, ask away.

If you would like to be a closed-beta tester, visit our Discord – https://dalais.org/discord

You might be asked questions to make sure you're not a bot.

(because someone is bound to ask - Is this AI? - No and yes, 99.9% backend human mind/design and coded, front end is human design & coded with AI help, multiple devs involved, coded in c++).

reddit.com
u/JoelDalais — 6 days ago
▲ 5 r/MUD

Work in Progress - Project Twilight (A oWoD Mud)

Hello:

There was a Project Twilight mud (A world of Darkness) mud which ran well over a decade ago. I was one of the two owners of it and shelved it because of a number of problems I just didn't want to deal with back them. Recently, I've picked it back up and have been going to town on it, but really am looking for some player feedback. I would consider this Alpha or maybe Beta play-testing. I'm doing all the coding and building, which means I'm mostly coding and fixing issues. However, that isn't to say things aren't done, but it's not the fully fleshed out city I want yet.

My request is a simple one. Please get on and give me feedback on things. I know things are not finished, but things are worked on daily. But if I have players giving me feedback on things which are not working as intended or that need fixing, I can fix things I might have missed during my own Q&A.

I haven't setup the web site for it, been busy coding. You can check me out at:

project-twilight.vineyard.haus | port 9080

If I am not on, feel free to leave a note, bug or whatever.

Thanks!

Highlights:

  • It's a d20 version of World of Darkness (Mortal/Vampire/Werewolf). Fair Warning: Not all the systems are coded or even working as intended but there are a lot which are working.
  • It does draw some systems from the old Minds Eye Theater - such as influence (Finance influence can be used to get money or influence the stock market, church influence can send hunters after people or skim the offering plate, etc...). It will also be down the road the basis for the influence system.
  • There is a research/lore system. There will be a lot of lore involving pregame events. What happened to the Kindred and other supernaturals in the city. Some of this in for the Vampires, but not all. It also gives XP.
  • A newspaper system, because I'm old school and wanted newspaper. People can write their own articles or even suppress them (can you say covering up breaches of the Masquerade).
  • An account system. Every player starts with 2 character slots and can unlock more through in-game activity or they can use them to unlock rare clans/tribes/etc... It'll be used for also things like certain merits down the road. Points are awarded through roleplay or just being active on the mud.
  • A working stock market. Improved Help files. A plot system for running events and programming them out. Disciplines. Rituals/Rites (still rough).
reddit.com
u/ptrayal17 — 6 days ago
▲ 1 r/MUD

Just A Test To See If I Can Share This Code Snippet.

Below here is a code snippet I wrote for my MUD (currently offline,
 but that may change soon).  The goal is to A.) see how well I'm 
actually able to share snippets here without being able to attach .txt or
 .c files and B.) see how easy it is for anyone to follow what I've 
done.  So with no small degree of trepidation and a hearty handful
 of intrepidity, here goes -

/*
 *  Plant Seed Version 1.0
 *  Copyright 2026 Theodryck
 *
 * This code snippet is the for the skill Plant Seed, which allows players
 * grow plants that have magical fruit.  The player must have a seed, a shovel
 * and be outside in order to use this skill. This is meant to be a very
 * powerful ability for only extremely high level characters.  Feel free
 * to manipulate the object VNUMS as you need to.  For the shovel, I used
 * the one that comes with the stock area Cemetary - VNUM 3604.  The idea
 * is simple: create a plot in a room (an object with no take or hold flags)
 * put a timer on it, when that hits 0, extract the object and replace it with
 * the plant, which is a type of container, and the fruit is loaded inside.
 * Once the fruit is "picked", the plant vanishes with a message.  I'll try
 * to make this as easy and straightforward to use as I can. Feel free to
 * use it as you like so long as the original documentation is unchanged
 * and credit for this code is given -- Theo
 */
 
 /*First, let's get all the declarations out of the way. In merc.h add these */
 
 #define AFF_POWER                  BV36 /*If you haven't adjusted your bitvectors to handle 64 bits, you'll have to */
                                         /*set this to a 32 bit integer below BV31; possibly repurpose an existing bitvector */
 
#define OBJ_VNUM_PLOT                 7
#define OBJ_VNUM_BEAN                24
#define OBJ_VNUM_SHOVEL            3604 /*Adjust these VNUMS as needed */
#define OBJ_VNUM_PLANT               25
#define OBJ_VNUM_FRUIT               26

#define ITEM_PLOT                37 /*Adjust these numbers to fit your needs*/
#define ITEM_BEAN                38

/* In the DO_FUN section we add this: */
DECLARE_DO_FUN(  do_plant_seed ) ; /* Specialization skill --Theo */

/* And in the SPELL_FUN section we add this: */
DECLARE_SPELL_FUN(  spell_power_aura    );

/*That's all for merc.h */

/* In bit.c we'll need to add to the item tables for the new item types */

/*the struct for type_flags[]:*/
const struct flag_type type_flags[ ]=
{
    {"light",            ITEM_LIGHT,         TRUE},
    {"scroll",           ITEM_SCROLL,        TRUE},
    {"wand",             ITEM_WAND,          TRUE},
    {"staff",            ITEM_STAFF,         TRUE},
    {"weapon",           ITEM_WEAPON,        TRUE},
    {"treasure",         ITEM_TREASURE,      TRUE},
    {"armor",            ITEM_ARMOR,         TRUE},
    {"potion",           ITEM_POTION,        TRUE},
    {"furniture",        ITEM_FURNITURE,     TRUE}, <---------Find this table
    {"trash",            ITEM_TRASH,         TRUE},
    {"container",        ITEM_CONTAINER,     TRUE},
    {"drink-container",  ITEM_DRINK_CON,     TRUE},
    {"key",              ITEM_KEY,           TRUE},
    {"food",             ITEM_FOOD,          TRUE},
    {"money",            ITEM_MONEY,         TRUE},
    {"boat",             ITEM_BOAT,          TRUE},
    {"npc_corpse",       ITEM_CORPSE_NPC,    TRUE},
    {"pc_corpse",        ITEM_CORPSE_PC,    FALSE},
    {"fountain",         ITEM_FOUNTAIN,      TRUE},
    {"pill",             ITEM_PILL,          TRUE},
    {"portal",           ITEM_PORTAL,        TRUE},
    {"warp_stone",       ITEM_WARP_STONE,    TRUE},
    {"clothing",         ITEM_CLOTHING,      TRUE},
    {"ranged_weapon",    ITEM_RANGED_WEAPON, TRUE},
    {"ammo",             ITEM_AMMO,          TRUE},
    {"gem",              ITEM_GEM,           TRUE},
    
    /*Add these to it*/
    {   "plot",                 ITEM_PLOT,              TRUE    },    /*New item types do_plant_seed() function --Theo */

/* Next in db.c we need to add the name types to the switch statment*/

/* Find this switch statement*/

  /*
     * Mess with object properties.
     */
    switch ( obj->item_type )
    {
    default:
bug( "Read_object: vnum %d bad type.", pObjIndex->vnum );
break;

    case ITEM_LIGHT:
    case ITEM_TREASURE:
    case ITEM_FURNITURE:
    case ITEM_TRASH:
    case ITEM_CONTAINER:
    case ITEM_DRINK_CON:
    case ITEM_KEY:
    case ITEM_FOOD:
    case ITEM_BOAT:
    case ITEM_CORPSE_NPC:
    case ITEM_CORPSE_PC:
    case ITEM_FOUNTAIN:
    case ITEM_PORTAL:
    case ITEM_WARP_STONE:
    case ITEM_AMMO:
    case ITEM_GEM:
    
    /*Add this to the bottom of it BEFORE the 'break;'*/
    case ITEM_PLOT:
    
 /**************************COPY BELOW HERE************************/  
 
 /* The main function, I have a dedicated .c file for things of this type,
  * but you can just put it at the end of fight.c if you don't have anywhere
  * else that you use.
  */

void do_plant_seed( CHAR_DATA * ch, char * argument )
{
    OBJ_DATA *seed;
    OBJ_DATA *shovel;
    OBJ_DATA *plot;
    OBJ_DATA *ground;
    
    /* First we need to check and see if player has the right items */

     for ( seed = ch->carrying; seed; seed = seed->next_content ) 
    {
if ( seed->pIndexData->vnum == OBJ_VNUM_SEED )
    break;
    }
    
    if ( !IS_OUTSIDE( ch ) )
    {
send_to_char( "You gonna hack through the floor?  You have to be outside in order to work the ground.\n\r", ch );
return;
    }
    
    /* Gotta have a seed to be able to plant */    
    if ( !seed )
    {
send_to_char( "You do not have a magical seed.\n\r", ch );
return;
    }
    
    /* Need to be using a shovel to work the ground */
    
    shovel = ( get_eq_char ( ch, WEAR_WIELD ) );
    
    if( !shovel || shovel->pIndexData->vnum != OBJ_VNUM_SHOVEL )
    { 
     send_to_char("You need a shovel to work the ground!\n\r", ch );
     return;
    }
    
    for ( ground = ch->in_room->contents; ground;ground = ground->next_content )
     {
     if ( ground->item_type == ITEM_PLOT)
      {
            send_to_char("There is already a plot of dirt here!\n\r",ch);
            return;

          }
          
        if( ground->pIndexData->vnum == OBJ_VNUM_PLANT )
         {
             send_to_char( "Harvest the fruit that's here already before trying to plant another seed.\n\r", ch );
             return;
         }    
     }

    plot = create_object( get_obj_index( OBJ_VNUM_PLOT ), 0 );
    obj_to_room( plot, ch->in_room );

    plot->timer = number_fuzzy( 10 );

    act( "You work the ground to create a plot.", ch, plot, NULL, TO_CHAR );
    act( "$n works the ground to create a plot.",   ch, plot, NULL, TO_ROOM );

    extract_obj( seed );
    return;
}

        /***************************END OF FUNCTION******************************/


/* 
 * in magic.c we need to add a couple of bits to do_cast( ) because the power aura
 * ability asociated with the plant seed skill.  It increases the power of spells
 *  by 50% and decreases mana cost by half. If you wish the fruit to give a players
 * different ability, then you can just omit this part and subsitute your own spell
 * instead. If you do plan on using power aura as-is, find this section concerning 
 * casting with gems in function do_cast()
 */
 if ( gem_mana > 0 )
{
    take_mana_char( ch, mana/2, skill_table[sn].mana_type );

    if ( gem_mana < mana / 2 )
ch->mana -= mana/2 - gem_mana;
}
else
    ch->mana -= mana/2;
    }
    else
    {
if ( gem_mana > 0 )
{
    take_mana_char( ch, mana, skill_table[sn].mana_type );

    if ( gem_mana < mana )
ch->mana -= mana - gem_mana;
}


/* Immediately after, add this code */

 /**************************COPY BELOW HERE************************/
 if (ch->level < 100 && !IS_SET( ch->affected_by, AFF_POWER ) )
          {
             ch->mana -= mana;
        (*skill_table[sn].spell_fun) ( sn,URANGE( 1, ch->level, 100 ),ch, vo );
          }
        else if ( ch->level >= 100 && !IS_SET( ch->affected_by, AFF_POWER ) )
         {
             ch->mana -= mana;
       
            (*skill_table[sn].spell_fun) (sn, URANGE (1,dlevel,100),ch, vo );                                                         

         }
         else /* For players affected by the aura of power spell */
         {
              dlevel += 50;
              mana = mana / 2;                                      
              ch->mana -= mana;
              (*skill_table[sn].spell_fun) (sn, URANGE (1,dlevel,150),ch, vo );
         }    
         
         /*******************END COPY**********************/
 
/*
 * We also need to create a spell in magic.c that will handle the magical abilities 
 * of the object created.
 *
/* This "spell" just sets a bit that we can use.  I use it to increase 
 * the power of spells by 50% as well as halve the mana cost. You can
 * change this to suit your own needs.
 */

  /**************************COPY BELOW HERE************************/
void spell_power_aura( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA  *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;
    int       chance;
    char      buf[MAX_STRING_LENGTH];
     
     sn = skill_lookup( "power aura" ); /*This is to set sn to the "proper" values listed in const.c  --Theo */

    if ( is_affected( victim, sn ) )
return;

    af.type      = sn;
    af.duration  = number_fuzzy( 10 );  /* All we want is to set the bit AFF_POWER which we can then use elswere -- Theo */
    af.location  = APPLY_NONE;
    af.modifier  = 0;
    af.bitvector = AFF_POWER;
    affect_to_char( victim, &af );
    

    send_to_char( "An aura of {bPOWER{x surrounds you!\n\r", victim );
    act( "An aura of {bPOWER{x surrounds $n!\n\r",
victim, NULL, NULL, TO_ROOM );

    return;
}
          /*******************END COPY**********************/
/* And since we added a spell, we need to add it to the skill_table[] in const.c  Add it right to the end
* of the struct.  Just above where you see this - }; */
  /**************************COPY BELOW HERE************************/

"power aura",{ L_ARC },
spell_power_aura,TAR_CHAR_DEFENSIVE,POS_STANDING,
NULL,5,12,
"","Your {bPOWERFUL{x aura fades...",
SCHOOL_CONJURATION,
MANA_EARTH
    },
/*******************END COPY**********************/
/* We need to add a few things to update.c in obj_update
 * in order to turn the plot into a plant that loads the 
 * fruit for picking
 */
 
 /*Add these variables to the start of obj_update( ) */
    OBJ_DATA  *plant;
    OBJ_DATA  *fruit;
    int        num;
    
 /* In obj_update( ) look for the switch statement and add this: */
  switch ( obj->item_type )
    {
    default:              message = "$p vanishes.";         break;
    case ITEM_FOUNTAIN:   message = "$p dries up.";         break;
    case ITEM_PLOT:       message =  "The fruits of hard work have paid off and $p has fully matured."; break; <-------Add this line here.
    case ITEM_CORPSE_NPC: 

    case ITEM_CORPSE_PC:  message = "$p decays into dust.";
    
/* A little further down you'll see this block of code: */
    if ( obj->carried_by )
    {
        act( message, obj->carried_by, obj, NULL, TO_CHAR );
    }
    else
      if ( obj->in_room && ( rch = obj->in_room->people ) )
      {
    act( message, rch, obj, NULL, TO_ROOM );
    act( message, rch, obj, NULL, TO_CHAR );
          }
          
/* Add this right below it: */

  /**************************COPY BELOW HERE************************/
             /* 
              * For "do_plant" specialization
              * if obj is a plot, remove it and replace
              * with a plant bearing fruit 
              * --Theo
              */
             
         if( obj->pIndexData->vnum == OBJ_VNUM_PLOT )
          {
            plant = create_object( get_obj_index( OBJ_VNUM_PLANT ), 0 );
            obj_to_room( plant, obj->in_room );
                
            for( num = 1; num <= ( number_fuzzy( 2 )  ); num++  )       /* Each plant yeilds between 1-3 fruit */
             {
                fruit = ( create_object( get_obj_index( OBJ_VNUM_FRUIT ) , 0 ) );
                obj_to_obj( fruit, plant );
             } 
          } 
          
        /**************END COPY********************/       
        
/* In act_object.c, in the function do_get( ), we need to add a bit
 * of code to get the plant to vanish once the fruit has been picked.
 */
 
/* First we need to see if player only takes one fruit at a time and check that
 * to see if anything remains in the plant, and if not, extract the plant.
 * So find this block of code -
 */
 if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) )
{
    /* 'get obj container' */
    obj = get_obj_list( ch, arg1, container->contains );

    if ( !obj )
    {
act( "I see nothing like that in the $T.",
    ch, NULL, arg2, TO_CHAR );
return;
    }
    
        get_obj( ch, obj, container );
                
/* Immediately after, add this code to check the contents of the plant.
 * Make sure the added code is INSIDE the braces for the if statement. 
 */
       /**************************COPY BELOW HERE************************/
       
 if ( (container->pIndexData->vnum == OBJ_VNUM_PLANT) && !container->contains )
  { 
    act( "$p has given up its fruit and withers to the ground.", ch, container, NULL, TO_ROOM );
act( "$p has given up its fruit and withers to the ground.", ch, container, NULL, TO_CHAR );
extract_obj( container );

found = TRUE;
  } 
         /**************END COPY********************/   
         
 /* And then find the else statement right after that looks for "get all container" */
 else
{
    /* 'get all container' or 'get all.obj container' */
            OBJ_DATA *obj_next;

    found = FALSE;
    for ( obj = container->contains; obj; obj = obj_next )
    {
                obj_next = obj->next_content;

  if ( obj->deleted )
      continue;

  if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) )
     && can_see_obj( ch, obj ) )
   {
    found = TRUE;
    get_obj( ch, obj, container );
   
/* Add this code right after.  Again, make sure you add the code INSIDE the braces for the if statement.  
 * Otherwise it might compile, but it won't work.
 */
         /**************************COPY BELOW HERE************************/
         
            if ( (container->pIndexData->vnum == OBJ_VNUM_PLANT) && (arg1[3] == '\0') )
             { 
                act( "$p has given up its fruit and withers to the ground.", ch, container, NULL, TO_ROOM );
                act( "$p has given up its fruit and withers to the ground.", ch, container, NULL, TO_CHAR );
                extract_obj( container );
                  
             }
        /**************END COPY********************/   
        
/* And lastly, we need to add the "plant seed" command to the command table in interp.c */

    { "plant seed" ,   do_plant_seed,   POS_STANDING,    0,  LOG_NORMAL, 1,},  /* Plant seed skill -- Theo */

/* That's all for the code parts */
/*****ITEMS NEEDED****/

/* 
 * I created these in limbo.are, but you can use any area you want
 */
 
/*The seed */
#39
magical seed~
a magical seed~
A small white seed sits on the ground.~
~
37 0 1
0~ 0~ 0~ 0~ 0~
1 0 00

/*The plot */
#7
dirt plot~
a plot of dirt~
A plot of dirt used for gardening is here.~
~
37 0 0
0~ 0~ 0~ 0~ 0~
0 0 00

/*The plant - with color code. You can adjust the long_descr to be A Magical plant is growing here. if you don't have/want the color.*/
/* NOTE: This is a container that only holds 1kg*/
#25
magical plant~
a magical plant~
{o{gA {wM{yA{wG{yI{wC{yA{wL{g plant is growing here.{x~
~
15 68 0
1~ 0~ 0~ 0~ 0~
0 0 00

/*The magical fruit, again with color code. */
#26
magical fruit~
{o{gA '/{wM{yA{wG{yI{wC{yA{wL{g\' {mF{cr{ru{ci{mt{x~
A {ygolden{x {o{mf{cr{ru{ci{mt{x that seems to call to you lies on the ground...~
~
26 0 1
100~ power aura~  ~  ~  ~
1 100 00
#30
clean parchment~
a clean parchment~
A clean parchment lies here~
~
2 0 16385
0~  ~  ~  ~  ~

/* 
 * And that should be all there is.  It should be fairly straightforward to install on most
 * DIKU/Merc/Envy/whatever variants.  You can adjust things to make it based on learned percentage
 * like you would any other spell or skill, or you can do what I do and link it to a check_improve( )
 * function that checks to see if the skill is improved slightly with each use.
 */
reddit.com
u/Lowbrow_fishing — 5 days ago
▲ 9 r/MUD

Hack-n-Slash - RP - LBD, What's The Type Of MUD You Prefer?

I started out playing a hack-n-slash MUD called Dragon Swords way back in '94, and I ended up playing there for a long time. Sure, 120-130 people on and tons of social interactivity were great, but I always liked HnS. I never was much one for RP, I always preferred a more casual environment. I'm wondering what types of MUDs everyone else liked. ROM, Circle, Merc, something else? I liked Envy best and Merc was a close second. I had more fun than I can remember back then, investing way too much of my life into my characters. I'm asking because as I mentioned before, I still have the code base from the MUD I built and ran from 1997-2008. I'm thinking of bringing it back if people would be interested.

reddit.com
u/Lowbrow_fishing — 7 days ago
▲ 9 r/MUD

Code Snippets?

Ever since places like ftp,game,org and mudbytes.com went offline it seems like code snippets for MUDs have been in short supply. Many of the snippets I wrote were available through places like that. Though orcs.biz has an archive of those sites, which have nearly all of those old snippets. Is there any new place to post or download snippets? I still write MUD code quite often and a lot of it I'd like to share. I just compiled a snippet for an ability to plant a seed in a plot, have the plant grow, the plant bears fruit that give buffs when eaten. After all the fruit is picked, the plant withers and dies. Are there any good sites out there where I might be able to post this snippet and maybe a few more like it?

u/Lowbrow_fishing — 6 days ago
▲ 16 r/MUD

MUD/MOOs with Diablo-like or POE-like Randomized Loot?

I've been playing Procedural Realms lately and been having a blast just dungeon diving, looting, harvesting resources, disassembling, afk fishing, etc.

I've played my fair share of MUDs and MOOs and now wondering if there are others like it. Specifically looking for muds/moos that drop gear with randomized stats. I just really like the luck aspect of it, and being able to also craft gear with semi-randomized stats is also a nice bonus. Basically, having the opportunity to acquire gear that is unique to just your character.

reddit.com
u/hypocritobobo — 8 days ago