ID:152939
 
Ok, so the permise is simple. Players start off on floor one, and must kill as many monsters as possible, while trying to stay alive.

There are 100 (I lowered it from 200) randomly generated 100X100 Dungeons to exlpore. Players start on Floor 2, floor 1 being the entrance.

The first floor has some monsters on it, but they are all non-aggressive and will only attack you if you attack them.

When a player dies, they have to start over completely, their old save file WILL be deleted.

There are randomly generated merchants that have set up shop in the Dungeons. So you can buy much more wholesome food then what you might find in the depths of the dungeon, and buy equipment.

Bascilly the base is done, and the game is entiely in Text Mode only. All Ascii.

This game was also ment to be online and played with other players, the enviomrent is forced pk.

I was wondering how I should do combat? I mean, I am going to have it so the player simply have to bump into monsters to attack them, but a player may not want to attack random players, else they incure the wrath of a high level player.

How should i have combat set up? I was thinknig of having a "Ready" command, where you ready the equpipemt you have on hand, then you attack. But then I need a second command, so players can, uh, unready their waepaons and just walk around without attacking anyone.

Any ideas, or suggestions?
Oh yeah, another question I have is, I have combat starting to work out, but not totally.

I got the attributes:

mob/var


level //Your level depends on your experience.
exp //current experience
tnl //maximum experience

hp //Your hitpoints are your life wrapped up in a number
hp_max

str //Increases in Strength increase melee damage
ac //Armour class (AC) makes you harder to hit in melee
dex //combination of agility and quickness
con //Constitution determines your ability to resist physical damage
char //Charisma represents a character's ability to influence others.
int //Use Magic Devices

gold //Gold is amazingly handy, because everything stores sell can be yours with enough of the stuff.
score //Your score in depends on how much experience you have earned
depth //How deep in the dungeon you are.

killlist = list("")
attacking = 0


And I was trying to think how I should have combat worked out. If anyone wants to shoot any combat system ideas at me, go ahead.

Edit: I was just thinking, maybe I shouldnt make it PK if the game is perma death. What do you think?
In response to Shades
All right, well, if I'm reading this correctly, you want to make it so they don't always have to attack? Then why not just make a verb called Aggressive/Passive and then set a var to them? Then, when they bump something, depending on wether they're Passive or Aggresive, they'll attack. I fear I am making this sound more complicated then it really is.

And I don't understand what you mean when you ask how your combat should work.
In response to Shades
You -could- make it so that death is only permanent if it's at the hands of an NPC monster... say that human player characters only beat each other to the point of unconsciousness, and then, uh, Dungeon Gnomes carry them to the entrance where they recover. :P That would somewhat limit the impact of griefers. Somewhat.
There was a old rpg I played, where if you died, you woke up in a church, and had a random chance to:

1.) A wizard finds your body in the dungeon, loots all the magical stuff, and gives you the rest back. And charges you money for the body back.
2.) A fighter finds your body, loots all the equipment and gives your stuff back. And charges you money for the body back.
3.) A Dwarf finds your body and takes everything and leaves your body for the worms. (Game Over)
4.) A Paladin finds your body, and returns everything to you free of charge.

I think thats kind of racist though. So what, are they saying short people cant be trusted?
In response to Shades
No, no, most games act dwarves to be agile and all, making them thieves. Or, they're just not strong enough.
In response to Ol' Yeller
What games have dwarves agile? o_O
I thought that dwarves were supposed to be hardy and strong. Like fighters, or miners, or something. Usually it's halflings that're agile. Dwarves are probably fat. <_<
In response to Artekia
Gah, maybe I'm thinking of elves...
In response to Ol' Yeller
A bit hard to mix up dwarves and elves. <_<
In response to Shades
Shades wrote:
There was a old rpg I played, where if you died, you woke up in a church, and had a random chance to:

Shut up shades >=(

Anyway, it sounds like it would be a good game (I already saw screenies of it.)
In response to Ol' Yeller
Dwarfs are slow, fat and powerfull :P