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 Entire forum ➜ Dawn of Time ➜ Playing ➜ Remorts

Remorts

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Posted by Alistar   USA  (13 posts)  Bio
Date Fri 11 Oct 2002 09:13 PM (UTC)
Message
I'm not new to MUDs in anyway, however, just about every mud I have played was a pay-to-play and had a unique code base etc. So, while I've grasped every concept of the DoT code so far, class/skills/stats/etc, I have no idea what a remort is. And being as there is no help file on DoT for it yet, I was wondering if someone would mind filling me in? Thanks!

Alistar

--Alistar
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Posted by Typhon   USA  (112 posts)  Bio
Date Reply #1 on Fri 11 Oct 2002 09:23 PM (UTC)
Message
each muds explination or remorting could be a little different however.. remorts as far as any mud that i've played is pretty much reincarnating your character into another class. as far as i know its not a stock snippet in any mud base but pretty much its sets your character back down to level 1 or 2 and lets you start over. some muds have more advanced reincarnation codes and allow you to reincarnate into more and more powerful classes up to a paoint.. ie starting as a mage remorting sorcerer remorting necromancer others just have a set of classes and you can remort continuously into any of the classes. i've played both types and i prefer the first but to each their own you know :p
hope this helps you out
-typ
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Posted by Alistar   USA  (13 posts)  Bio
Date Reply #2 on Fri 11 Oct 2002 09:47 PM (UTC)
Message
Helped beautifully. Im planning on making my MUD classless and then adding a plethora of new skills so characters can have in all probability a pickpocketing cleric or a warrior with magic etc. Im even thinking about adding in some skills for item creation so there can be player merchants capable of making weapons or shoes etc. Not sure where or if a remort will fit in right now, but at least I know what it is. Thanks a lot!

--Alistar
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Posted by Typhon   USA  (112 posts)  Bio
Date Reply #3 on Fri 11 Oct 2002 09:48 PM (UTC)
Message
=)
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Posted by Mademoiselle   Australia  (35 posts)  Bio
Date Reply #4 on Sat 12 Oct 2002 01:26 AM (UTC)
Message
Sounds interesting Alistar, but you *know* that every guy and his dog is going to be going for the "hey I'm the dude that makes the uber weapons/armour/etc" thing. You might wanna watch that and ensure that it's a skill that takes a *lot* of effort to fully develop.

Maybe make it so that a high level character with the skill fully developed can produce a reasonably fearsome weapon, but it takes at least one remort (and a high level) to produce the kind of ownage "maesserschmidt's reaver" (diablo)-type weapons, and then is something one can do somewhat rarely, to keep these super weapons reasonably scarce.
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Posted by Alistar   USA  (13 posts)  Bio
Date Reply #5 on Sat 12 Oct 2002 02:16 AM (UTC)
Message
Acutally, I wasn't going to let the quality go too far. I think Im planning on making it so the forge skill will only allow a small increase in the items power. Lets say +5 to attack? And thats at mastery. The benefit then? Magic items created by characters by mages with enchant can only be created from these weapons. Thereby making the skill useful without making it possible for some fledgling to create a vorpal bum-whacker of doom. :)

--Alistar
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Posted by Mademoiselle   Australia  (35 posts)  Bio
Date Reply #6 on Sat 12 Oct 2002 02:19 AM (UTC)
Message
Heh.

But, on the other hand, if you have the skill too weak, it might prove easier for players to just find/buy themselves a nice weapon and to hell with customising. I think the key here is to find a nice balance where either option is viable and playable, leaving it up to the player/character to decide whether they want to invest their time in customising, looting mobs, or just making a lot of money and buying their cool tool.
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Posted by Alistar   USA  (13 posts)  Bio
Date Reply #7 on Sat 12 Oct 2002 02:27 AM (UTC)
Message
Very true. Im still hacking out my basic ideas. I havent gotten much further into the actual creation than changing the MOTD. :) I want to make the skill useful enough to warrant usage by itself, but more so when combined with an enchanting mage. While there will be magic items on some mobs I want the medium to semi-rare magic to be player created or special merchant bought. And the very rare to be of an artifact nature.

--Alistar
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Posted by Mademoiselle   Australia  (35 posts)  Bio
Date Reply #8 on Sat 12 Oct 2002 02:33 AM (UTC)
Message
Sounds funky. :)
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Posted by Alistar   USA  (13 posts)  Bio
Date Reply #9 on Sat 12 Oct 2002 02:55 AM (UTC)
Message
Thanks! :)

--Alistar
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Posted by Kalahn   United Kingdom  (138 posts)  Bio
Date Reply #10 on Sat 12 Oct 2002 04:14 PM (UTC)

Amended on Sat 12 Oct 2002 04:16 PM (UTC) by Kalahn

Message

Remort in Dawn is optional (enabled by turning on the remort_supported gameedit flag).

The technical implementation revolves around a remort number (saved in a players pfile). When you first create, you are remort 0... you can select classes and races, that have their remort value set to 0 (and are creation selectable of course).

Upon reaching the hero level 91, you can be remorted by a mobprog using the 'mob remort' command (see http://www.dawnoftime.org/about_mobhelp_remort.html for an example mobprog which will do this). This aspect of the remort system allows the transition to be unique on every mud and part of a mobprog driven quest.

When the mob remort command is successfully executed on a player, their pfile is backed up into the remort player directory (with their remort number after the .plr), and they begin creation once more with a remort number one higher than their previous remort value. If they fail to complete creation/get disconnected during creation they can restart creation by logging on as their player. This can be done an unlimited number of times until they successfully complete creation. During creation they will be able to select all classes/races with a remort number equal to or lower than their remort number... e.g. for someone going through remort for the first time, they will be able to select all classes and races that are remort 0 and remort 1. Remort numbers 0 through 5 are supported.

- Kalahn
Developer of the Dawn of Time Codebase
http://www.dawnoftime.org/


Kalahn
Developer of the Dawn of Time codebase
http://www.dawnoftime.org/
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Posted by Alistar   USA  (13 posts)  Bio
Date Reply #11 on Sat 12 Oct 2002 07:51 PM (UTC)
Message
Ok, so what if a player picks remort 0 for their first remort. And then they get to 91 again for another remort. Will they only be able to pick up to remort level 1, or can they pick remort level 2? And thanks for the technical side of it. As useful as knowing what it was, how it works was twice as useful.

--Alistar
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Posted by Kalahn   United Kingdom  (138 posts)  Bio
Date Reply #12 on Sun 13 Oct 2002 11:34 AM (UTC)
Message
A players remort number is independant of the remort value of the race and class they choose. So if they remort the first time and choose a remort 0 class/race (even though their remort number is 1)... upon heroing and doing a remort once more, their remort number will become 2 and they could pick a remort 2 class/race.

- Kal

Kalahn
Developer of the Dawn of Time codebase
http://www.dawnoftime.org/
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Posted by Alistar   USA  (13 posts)  Bio
Date Reply #13 on Sun 13 Oct 2002 06:46 PM (UTC)
Message
Spiffy. Thanks!

--Alistar
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