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40 changes: 40 additions & 0 deletions FROM20TO21
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* Reported bugs are fixed.
* Track has been rearranged.
* Players become able to shoot arrows, throwing spears with full features:
poisoning, shocking, burning, frosting arrows and spears
stuck in arrows and spears.
* Shot arrows or thrown spears may be stuck in the target mobiles.
* Riding skill is given to knights.
* In groups shalafi vs battle, chaos vs ruler, invader vs knight is prevented
* Spellbane become permanent with no cost of mana.
* Blade barrier, aid, desert fist,gate spells are given to clerics.
* Chance of damaging an object reduced.
* Tracking mobiles become able to open door.
* Golems autorescue their masters.
* If created golem kills master's quest mob, it is ok as well.
* Area flags introduced.
* Next questtimes has been rearranged.
* Quest code reconstructed.
* Vampire became immune to negative attacks.
* Immunity to negative spell is given to necromancer.
* Spell craft adjustment done.
* Lance skill is given to knights for mount.
* Secondary attack given to warrior class.(Second attack for dual)
* Making arrow (blue,red,white,green) skills given to Ranger.
* Dishonoring is now optional for Samurais.
* Chance of tattoos has been increased.
* Is_same_group is reorganized.
* Leadership spell is given to rulers( immunity to charm).
* Evil spirit spell is given to invaders.
* Mortal strike skill is given to battleragers.
* Now offensive spells are castable to other rooms, as well:
cast 'acid blast' n.fido
cast 'acid blast' e.2.fido
* Mobiles starts to remember the players that once fight with them, untill
they are killed, or anatolia is rebooted.
* Races of mobiles is now a header of mobiles description.
* PC's can speak either common language or their mothertongue.
* Only magical lights now can damage vampires.
* Track skill is now only for rangers.
* Shout and yell channels cannot be ON/OFF.
* Spell craft rearranged.
27 changes: 27 additions & 0 deletions FROM21TO22
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* Reported bugs fixed
* bury added and graves can be opened by earthquake spell or digging
* drag is added.
* hand usage is rearranged (pro-hand has "*" sign)
* Added a chance to fall in the other room while door bashing
* get_skill & get_weapon_skill now controls hit/max_hit
* get_skill is rearranged for mobiles
* new complete remort code (under control of immortals) is added with backup
* now players can get the amount of coins that they want from the room
e.g get 10 gold
* maximum newbies and oldies has been completed
* new skills are added.
* Non-cabal members cannot quit in that cabal
* strangle, blackjack and vampiric touch have certain delay now.
* parry has been rearranged
* added special cabal guardian progs
* now katana cannot be either purged or sacrified
* now all cabal areas are no gate and no summon
* removing tattoos and religions are allowed by questor
* cancellation spell can be cast thru only group members and cancel enabled ones
* now vampires are only affected by sun light and magical lights
* now glowing items that are worn on head can light the room
* damage colors are now only red, but still the tone of the red is different
for the character and the victim
* limited items can only be saved by players that has an average of 20 hours
per last two weeks.
* olympus is rearranged.
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* Two classes are removed: warlock, witch.
* Three classes are added: invoker, transmuter, elementalist.
* Getting the cabal items and cabalscan rearranged.
* New skills/spells added.
* New limited objects added.
* Cabal powers are rearranged.
* The mobiles, who have mage/cleric acts and don't have any special
cast programs, now have their cast programs.
* The mobiles, who was defined as backstab offensive, now can attack
to the players with backstab if they are aggressive as well.
* Reported bugs are fixed.
* All sanctuary and detection potions are limited now. And a new
arrangement had been made for sold limited items.
* And lots of more....

154 changes: 154 additions & 0 deletions README
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<This is the original readme file from Merc relase 2.1>
Merc Release 2.1
Sunday 01 August 1993

Furey mec@shell.portal.com
Hatchet hatchet@uclink.berkeley.edu
Kahn michael@uclink.berkeley.edu



=== Introduction

Merc Diku Mud is a Diku Mud with many enhancements and contributions. See our
'contrib.txt' and 'help merc' for acknowledgements. Send us your contribution,
and you'll be in there too!

Enjoy our mud. May your visit here be ... Mercenary.

This is the 2.1 production release of Merc.



=== Copyright and License

Diku Mud is copyright (C) 1990, 1991 by Sebastian Hammer, Michael Seifert,
Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. Their license agreement
is in the file 'license.doc'.

Merc Diku Mud is a derivative of the original Diku Mud and is subject to their
copyright and license agreement. Merc Diku Mud contains substantial
enhancements to Diku Mud. These enhancements are copyright 1992, 1993 by
Michael Chastain, Michael Quan, and Mitchell Tse. Our license agreement is in
'license.txt'.

The license terms boil down to this: the people who wrote this mud want due
credit for their work.



=== Contents of the Release

area Area files.
doc Documentation.
log Log files (initially empty).
player Player files (initially empty).
src Source files.



=== How to Install

First, group with your highest level Unix guru, and have him or her tank.
Merc is easier to install than other muds, but every site is different.

(1) Get the release Merc_21.tar.gz from one of these fine anonymous ftp
sites:

ftp.tcp.com (formerly ferkel.ucsb.edu)
ftp.math.okstate.edu

(2) Unpack the release:

gzip -d -c Merc_21.tar.gz | tar xvf -

(3) Go into the 'src' directory. Choose the Makefile for your operating
system and copy it into 'Makefile':

Makefile Most machines with 'gcc'
Makefile.aix AIX
Makefile.hp Hp/UX
Makefile.isc Interactive Systems Unix
Makefile.mip Mips Risc/OS
Makefile.nex NeXT
Makefile.sol SunSoft Solaris 2.1
Makefile.tra Traditional C (see 'trad.txt')

Merc.exe, a pre-built MsDos executable, is included in the release.
See 'port.txt' for more information on porting, including the
single-user MsDos and Macintosh versions.

(4) Run 'make' with the following options:

make -k >&! make.out

This will take 10 minutes to 60 minutes, depending on the speed of your
computer.

If you encounter errors with 'make', send us your 'make.out' file:

mail -s make.out mec@shell.portal.com < make.out

Also we'll need to know what kind of hardware, operating system,
and C compiler you have.

We will help you get Merc running, but obviously we can't guarantee
Merc will run on any particular machine.

(5) Start the game:

startup &
telnet localhost 4000

(6) To make your first immortal character, just start as a mortal
character, play at least as far as level 2, and then edit the
player file and change your level. (After the first immortal,
you can advance the rest).

(7) If you haven't already done so, read 'license.doc' and 'license.txt'.
Because Merc is a derivative work of Diku Mud, you must register
your mud with the original Diku implementors.

(8) Of course you're going to change the title screen, help files, and so on.
Don't just globally erase the 'Merc' references, ok? You wouldn't
like it if we did that to your work, so don't do it to ours.



=== Support

First, read the documentation in the 'doc' directory. We rewrote all of the
documentation files from scratch for the 2.0 Alpha release, and have been
keeping them up-to-date since.

Also check the 'wizhelp' command and read the 'help' descriptions for the
individual immortal commands.

There is a mailing list at 'merc@kpc.com'. Send mail to 'merc-request@kpc.com'
to join the list.

You can write to us directly at the e-mail addresses at the top of this
document.

When you write us, we need to know what kind of machine you're running on. If
you can give us specific information about the problem, that helps too.

Specific information means: an adb or gdb stack trace (if you're reporting a
crash), or a syslog with the relevant commands logged. The player files are
ascii files -- dump them into your mail message too.

If your e-mail is too vague, we're likely to bounce it back. There are three
of us and dozens of you -- we simply can't engage in long-distance debugging,
on unknown platforms, with the added factor of more code that you've dropped in
since the release.



=== Future Plans

We have finished core development of Merc. There will never be a Merc 3.
It's your mud now -- the end of our development is the beginning of yours.

We will continue making maintenance releases to fix bugs, add new platform
support, and fold in contributed code and areas. The next release of Merc,
version 2.2, will be on 05 Sep 1993.
24 changes: 24 additions & 0 deletions README.anatolia
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This is the ANATOLIA 3.0 version of Rom 2.4 base code. Please read
the file in Anatolia/doc called anatolia.license before using this program.

Some notes about ANATOLIA code:

The file anatolia.credits contains some contributions to the code.

So many things changed from Rom2.4. And the MUD become a Roleplaying,
Playerkilling and Adventure MUD. Therefore during implementing you may come
across problems, e.g. you should choose your immortals more carefully.

Please read the WHATSNEW and FROMXXTOYY files, for more information.

Before adding any new code to the mud, make sure that you understood the
source structure of Anatolia MUD very well. You may cause serious BUGS!

If you have any questions, you can ask us at:
bulut@scf.usc.edu
canpunar@rorqual.cc.metu.edu.tr

ANATOLIA 3.0 is ready to work, NOW! Just make it!

-- Serdar BULUT
-- Ibrahim CANPUNAR
22 changes: 22 additions & 0 deletions README.rom
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This is the ROM 2.4 beta version of Merc 2.1 base code.
Please read the file in /Rom24/doc called rom.license before using
this program.

Some notes about ROM code:

The file rom.credits contains some contributions to the code.

The lore skill is not completed at this time, nor are material types
and mobile memory.

The race table (in const.c) can be expanded at will to add new races
Be sure to add new pc races to both the race table and the pc race
table, and make sure hte order is the same.


If you have any questions, feel free to bug me at rtaylor@pacinfo.com.
There is also a mailing list, send mail to join it. The list itself
is at rom@pacinfo.com, but it does not autosubscribe.
(the final ROM 2.4 is in the works, if that's your question)

Alander
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ANATOLIA 3.0, July 27, 1999
34 changes: 34 additions & 0 deletions WHATSNEW
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* ROM BUGs are fixed.
* PlayerKilling and Stealing is permitted for all levels, within
restrictions of course.
* 7 Cabals are implemented with special skills and spells.
* If one cabal is raided and its item is taken and put to anothers cabal
shrine, the raided cabal cannot use their cabal powers.
* New 8 classes are added with full features.
* New 14 races are added with full features.
* Cabal only, race only, alignment only spells and skills implemented.
* Some channels are removed (gossip,auction).
* New auction channel introduced.
* Over 200 new skills and spells are introduced.
* New practicing type is introduced.
* Damagable and repairable equipments are introduced.
* Bank is implemented.
* Color code is inserted.
* Mobiles started to track last foughts.
* Spells castable to room (room affects, do_raffect command) are implemented.
* Good players can request objects from good mobs.
* Anti-Paladins can demand objects from any mob (chance of attacking).
* Automatic rebooting system is implemented.
* New areas are added.
* Objects and Mobile progs are implemented.
* Ice melts in hot areas.
* New score command is introduced.( One can use old one with nscore command)
* In who command, one can restrict the cabals, races or PKs.
* Players can pray the gods by pray channel.
* Automaticaly generated quest is introduced.
* Hero players can teach their 100% skills or spells to other players.
* Tailed mobile can now attack with their tails.
* When you look a mob, you can see its race.
* Hometowns and ethos are implemented.
* Religions and their related tattos are implemented
* Special quest kassandra (please read the referred books in melancholy).
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