Comments (4)
In terms of how players connect to your game the engine is completely agnostic, the relevant docs section is here: http://ranviermud.com/extending/server/
There are example bundles for connecting via telnet or websocket but literally anything that you can write in node to accept a player connection is possible. You just need to write a socket adapter so the engine can write to the player.
As far as authentication goes that's another thing the engine is agnostic about. The example bundle has MUD style login but you don't need to do that, you can authenticate the player however you want.
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During player creation you have to give them their default attributes.
You also don't have to do it at creation, you can programatically add attributes to players/NPCs with the addAttribute
method
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If you have more questions feel free to hop in the slack, the link is on the repo page
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Related Issues (20)
- Rudimentary way to specify other required bundles
- When attempting to lower a positive attribute (e.g. from 5 to 3), Math.min forces it to 0 instead HOT 2
- Computed Attributes RFC HOT 9
- NPC properties and inheritance HOT 2
- Scriptable Areas RFC HOT 2
- 3.x TODO List
- Player Character Duplication HOT 1
- Equipment Slot Manager HOT 10
- 3.0 - Help Files (YAML Directories) Not Loading After Data Handling Merge HOT 2
- Comment incorrectly suggests that a tick is "every half second" HOT 4
- NPC Metadata is shared amongst instances of the same NPC HOT 7
- Command Lag
- slack invitation has expired HOT 1
- Last line character cut off using netcat - is this some \n vs \r\n issue? HOT 1
- npm start includes options that aren't supported in the current ranvier script
- How to localize exit names HOT 6
- How to create a dungeon? HOT 1
- find module 'ranvier-telnet' HOT 1
- impossible git clone and install bundle
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