• How to make your own MOO!
    22 replies, posted
Ever played a Mud Object Oriented (MOO) and gone "Damn skippy, I'd like to make my own version of one of those!"? Well, now you can!! This may seem very confusing but it is quite simple if you try. I will answer any questions but I'm not an expert. Necessary links: [url]http://www.lisdude.com/moo/RPGCore.zip[/url] - RPG Core (This adds lots of interesting commands, a better room system, more generic objects (shopkeepers, monsters, people, loot, etc) and other cool stuff. It also comes with ansi pre-installed.) [url]http://www.moo-cows.com/ftp/LambdaCore-12Apr99.tgz[/url] - LambdaMOO Core (Pick this if you want a really basic MOO. No RPG shenanigans, just one room, a core, and some basic commands.) [url]http://www.stanford.edu/~cunkel/WinMOO/WinMOO-0.1.0beta8.zip[/url] - Winmoo (Download this if you want to run a MOO on windows. Most people need to get this.) Once you've downloaded WinMOO and a core, here's how to get your MOO up and running: Extract the core and winmoo to a folder. Press Windows Key + R, or go to start > run (on windows XP) and type 'cmd'. Navigate to your winmoo folder with "cd (directory)" like "cd c:/documents and settings/ryx/desktop/games/winmoo" Type "winmoo.exe <NAMEOFDATABASE.db> <NAMEOFDATABASE.db> (PORT)" An example: winmoo.exe rpgcore.db rpgcore.db 7777 Default port is 7777 (if you don't enter one, it'll host on 7777.) To connect to your MOO, open up your favorite client, create a new world/connection, put "127.0.0.1" as the IP, and the port you hosted it on as your port, and then connect to it. You should see a screen telling you how to connect as a wizard! Connect, change your password (@pass NEWPASS), rename the generic wizard (@rename me to Name) and you're good to go! Here are some useful commands once you are a wizard. @describe here as "This is a room." @describe me as "I am a wizard!" @rename here to "Name of Area",alias1,alias2,alias3 exam here // This will show you the object number of the area. useful for commands like @rename if you're not in the area. @dig north to "2nd Area" // Part 1 of 2. This will create a new area to the north, called second area. @addalias n to north // Part 2 of 2. This will add an alias to the exit 'north' with the name 'n', allowing people to go north just by typing 'n' instead of the actual word 'north'. @display <object> // Can be shortened to @dis or just @d. Will allow you to display some info on an object. @set me.gender to "male" // This would set your gender to male. Lambdamoo only has male, female and neuter by default. RPGcore has male, female, spivak, royal, and neuter, I believe. That's the basics of hosting a MOO. Add to it by creating verbs and areas and stuff. You should already know how to create areas (dig to a direction, @describe it, dig to the direction of the room you came from, rinse and repeat ad nauseum) but objects and verbs aren't very hard if you code very simple ones. Here's a simple programming guide. Ignore the HereMOO stuff, that doesn't apply. [url]http://snowfall.tripod.com/Way_Easy_Guide.latest.html[/url] Enjoy! How to create a new object that says something when you type "helloworld": @create $thing named "Object #1" @describe Object as "This is object #1" @verb object:helloworld this none none @edit object:helloworld "player.location:announce_all("Hello World!"); save q That will create the object, describe it, add a "helloworld" verb, edit the verb, add a line of code that makes it say Hello World!, then save the verb, and exit the verb editor. To make it say Hello World, type 'helloworld object'. You should be able to figure things out from there. In order to allow other people to connect, go to [url]www.portforwarding.com[/url] and figure out how to forward the port you're using for your MOO on the site, and forward it (obviously) Then go to [url]www.whatismyip.com[/url] or [url]www.ipchicken.com[/url] and copy the IP it gives you, and give it to people along with the port. They should be able to connect.
Thank you, i will use this guide! You rock!
Don't expect your MOO/MUD/MUSH or whatever to become populair though. There's at least ten other ones out there with almost the same content as yours.
[QUOTE=Goldenspoon;16809852]Don't expect your MOO/MUD/MUSH or whatever to become populair though. There's at least ten other ones out there with almost the same content as yours.[/QUOTE] Essentially yes, but it's still fun to experiment with. I'm trying to learn MOOcode more or less in my spare time. I hope it can help me learn to code more complicated stuff later on.
Fucking awesome, I've always want to create one of these. What's this 'MOOcode'? Is it based off any specific language or something?
[QUOTE=tarkata14;16940146]Fucking awesome, I've always want to create one of these. What's this 'MOOcode'? Is it based off any specific language or something?[/QUOTE] It's object oriented which makes it somewhat unique. (MOO is Mud Object Oriented, which is a type of programming.) Every object you create has a unique number and parents, etc.. It's really interesting.
[QUOTE=Ryx;16958980]It's object oriented which makes it somewhat unique. (MOO is Mud Object Oriented, which is a type of programming.) Every object you create has a unique number and parents, etc.. It's really interesting.[/QUOTE] Yes, after experimenting a bit, I've figured that much out. I'm still not sure how much you can do with it. Say, for example, I want to create an item that is edible. How would I do that? What class would it be? I mean, there are four main classes, and it says something about creating new standard classes, but I'm not sure what it means. Also, how would I go about changing the currency type to 'dollars' or any other form instead of gold? I haven't yet wiped the core to a clean slate, (As I'm not sure how I'd start from there), but I've been messing around with the 'demo' quite a bit. It's great fun. I'll look at some more guides and such.
[QUOTE=tarkata14;16960728]Yes, after experimenting a bit, I've figured that much out. I'm still not sure how much you can do with it. Say, for example, I want to create an item that is edible. How would I do that? What class would it be? I mean, there are four main classes, and it says something about creating new standard classes, but I'm not sure what it means. Also, how would I go about changing the currency type to 'dollars' or any other form instead of gold? I haven't yet wiped the core to a clean slate, (As I'm not sure how I'd start from there), but I've been messing around with the 'demo' quite a bit. It's great fun. I'll look at some more guides and such.[/QUOTE] Since this post is 4 weeks old you might have already given up with this, but just incase, i'll reply to it. I'm kind of a newbie myself so i don't know exactly how to do edible items but if you wanted to make an item delete itself after eating, just put a message saying you ate it in an 'eat' verb on the item, as well as a recycle(this); and use the eat verb on the item and it should print the message and delete the item, i believe
I fucking love you. I spent like, a week crawling through pages dating back to 1995 looking for whatever scraps of info I could find about making one of these bastards, and you answered all my questions in one fell swoop. You've made my day.
bookmark'd.
Not to derail the thread but -- I've been working with a heavily modified version of WinMOO for some time now, and it's a great engine. I'm starting up a second game now. For those who might be interested in working on a new medieval fantasy RPG, feel free to drop in an application: [url]http://www.haelrahv.com/staffapplication.php[/url] for our Codex of Legends project. And, I don't mind answering a few questions about WinMOO, either, tho I tend to take a pretty unconventional approach to code and deviate a lot from the core db's out there.
Heh, this is still up? Also, no problem capcomX, I specifically made this thread because when I tried to make one I had to figure out pretty much all of the questions in the first post myself through google searches and trial and error. Also I don't mind you derailing the thread, but you probably shouldn't have signed up just to advertise, I don't think it's bannable but it's probably not a good idea.
Welp, this seems cool again. I think I'm going to try this again, first using lambdacore and them RPGcore. However, this time, I'm looking up plenty of tutorials so I don't get lost in the first few minutes. Any specific tuts for Lambdacore that anyone would like to share?
Going back to this later. I fucking love you for this.
[QUOTE=Ryx;18536818]Heh, this is still up? Also, no problem capcomX, I specifically made this thread because when I tried to make one I had to figure out pretty much all of the questions in the first post myself through google searches and trial and error. Also I don't mind you derailing the thread, but you probably shouldn't have signed up just to advertise, I don't think it's bannable but it's probably not a good idea.[/QUOTE] Na, I didn't sign up just to advertise. I wanted to comment and offer a helping hand as well. I think the more MUDs (etc) out there, the better. In an age where flashy graphical games dominate, it benefits us all to see strong new text-based games pop up. And, with that, I'll repeat that I'm glad to offer help for anyone getting started, maybe even some code snippets, and stuff like that. [editline]08:31AM[/editline] [QUOTE=tarkata14;18676188]Welp, this seems cool again. I think I'm going to try this again, first using lambdacore and them RPGcore. However, this time, I'm looking up plenty of tutorials so I don't get lost in the first few minutes. Any specific tuts for Lambdacore that anyone would like to share?[/QUOTE] I wish I had something to offer there, but I'd worked on another game product before I picked up WinMOO, so I didn't really use any tutorials or texts beyond the LambdaMOO programmer's manual. Still, if you have any questions about how to make your MOO (esp. LambdaCore) do something you want it to do, I can help out there.
The tutorials I used when starting out (about 4-5 years ago) were the following 2: [url="http://cmc.uib.no/moo/yib/"]Yib's Pet Rock Tutorial[/url], and [url="http://metaverse.net/tutorial.html"]this[/url] one which is more generic and covers more aspects of MOO programming. Now I'm reasonably proficient, I'm using [url="http://cmc.uib.no/moo/docs/shorter/quick-prog-ref.txt"]this quick reference[/url] instead. Good luck with your MOO experiments, I found it helpful when learning programming initially :D
Edit: Nevermind guys, i found out what i needed. Thanks for no help.
[QUOTE=Dachande;19132719]Edit: Nevermind guys, i found out what i needed. Thanks for no help.[/QUOTE] Er, what did you need help with? I don't check this thread much.
How do you do stuff like, edit the screen you see when you login, and add to the helpfiles?
[QUOTE=CapcomX;20011601]How do you do stuff like, edit the screen you see when you login, and add to the helpfiles?[/QUOTE] If I recall the screen when you first login, you need to edit some sort of variable like $splashscreenmessage or something similar. I think it tells you the exact name of it if it's not properly set, although that might just be on the lambda core, not the rpg one. I haven't messed with this in a while so sorry if I'm not very useful.
Ah, okay, I figured it out after some tweaking. Thanks. Edit: New question, how do you set things to become immovable?
[QUOTE=CapcomX;20027723]Ah, okay, I figured it out after some tweaking. Thanks. Edit: New question, how do you set things to become immovable?[/QUOTE] If I'm remembering rightly, @lock "thing" with here
[QUOTE=Ryx;16772363] [url]http://www.moo-cows.com/ftp/LambdaCore-12Apr99.tgz[/url] [/QUOTE] Err... [i][b]Lambda Core?[/i][/b] Is this some kind of pun? I detect strong references to Half-Life? Or is this a coincidence? Anyways, may use these in the future. I always wanted to make my own RPG games :unsmith:
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