Thread: Mudlib
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Old 03-19-2008, 08:57 PM
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Quote:
Originally Posted by [email protected] View Post
there isn't 1, but would u? from what i see a mud is just a bunch of functions interacting with each other. i see no point in it tbh, i could just make alot of player joined classes for that.
The point to it is to create a uniform, simple method of controlling player interactions, items, levels, etc. It is a way to keep your Class Scripts and GUI Scripts clean and provide a simple way to access player data. Archetypes are a way to create items that will be globally the same, but in their own way, unique.

For example,
Quote:

# Weapon: Axe
name=Axe
weapon=true
stackable=false
equipable=true
candrop=true
cantrade=true
#etc..
Compare this with having thousands of GUI Scripts that you would have to sort through. Makes sense to have things organized!

Of course, it all depends on your needs and how you plan to implement them, but I would personally create a MUDlib over having hundreds or thousands of GUI scripts.
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