Code: Calendar Wednesday, May 16th, 2007 at 5:32 pm
Some code has been added to track the progress of time on the mud. We will now have a calendar with days and months. Future additions could involve a lunar cycle as well as specific holidays. Weather messages are now also specific to the season we are in - no blistering heat messages in winter.
This is how time breaks down for the calendar:
MudReal
1 hour 2 minutes
1 day 48 minutes
1 month 29 hours
1 year 17.6 days
20.6 years 1 year
Here's a screenshot:
: time
The current time in the world of Derlith:
It is the 4th of Thor'vel, the 1st month of the year. It is Winter.
It has been 235 years since the fall of the Kingdom of Bordia.
The time is 10:44 AM. It is day, the sun will set in 10 hours.
:
You can use the "game" command to view the time in the old format.
An online version of this calendar will be made available on the website shortly. It will let you track the days in an easier-to-read interface than the mud.
If the mud crashes at 2:12pm, the game will restart at 2:00pm. Because the mud remembers time like this, ships will no longer arrive at the correct time. For now, you'll have to deal with not knowing where things will be. I have an outline for ships that will fix this problem, but as always, there's a tradeoff between spending time writing new code and time fixing old bugs!
Heaven doesn't want me and Hell is afraid I'll take over.
Re: Code: Calendar Wednesday, May 16th, 2007 at 7:48 pm
It looks like I was wrong about ships! Apparently the ship code is smarter than I thought - ships actually work BETTER now. Crashes no longer return a ship to its original location, so if the mud crashes right before the Ironclads gets to Breakwater, you don't have to wait for it to make the whole journey again.
Heaven doesn't want me and Hell is afraid I'll take over.
Re: Code: Calendar Thursday, May 17th, 2007 at 11:50 am
make druids realms more effective with seasons. Fire in summer, earth in spring, air in fall, water in winter. That'd be cool. Bonding with its atmosphere.
Re: Code: Calendar Thursday, May 17th, 2007 at 3:59 pm
Good suggestions! I'm putting in the foundations for this kind of code, so it's super easy for the mud to know if its winter and do something based on that knowledge.
Heaven doesn't want me and Hell is afraid I'll take over.
Re: Re: Code: Calendar Thursday, May 17th, 2007 at 4:41 pm
Why would creatures take more damage from cold in the winter? Does that mean they'd take more damage from air or earth spells in the middle of a sandstorm? Makes no sense in my opinion.
Creatures are +/-element when they are specifically vulnerable or resistant to that element. i.e. standard D&D trolls are +fire, and salamnders and fire giants are -fire
It doesn't have anything to do with the temperature or otherwise any environmental conditions whatsoever.
"There's nothing wrong with shooting, so long as the right people get shot." --Clint Eastwood as Dirty Harry in Magnum Force
Re: Code: Calendar Friday, May 18th, 2007 at 9:06 pm
Yeah I guess that stuff isn't D&D related, just thought it'd be nice (although alot of things on the mud don't parallel d&d). Obviously it isn't realistic, but how about cold/electricity pets?