 
--------------------------[ Source Code Package ]------------------------------
 
The Isles
 
 
What is The Isles?
 
The Isles is a modified Merc 2.2 source code, with many features not present
in the original Merc source.  However, with features there are always bugs,
and bugs are definitely what I have inadvertantly added.
 
---------------------- Features Not Present in Merc ---------------------------
 
 Single class system added using 'learns' and the LEARN command.
 
     In the quest for ultimate irregularity, classes were removed.
 We wanted a different system altogether, and we were pretty sure 
 that this feature (present in CthulhuMUD, a long gone god) would be
 the ticket.  
===============================================================================
 17 new non-human races added.
 
     Using our original Shadaokin idea, these 17 races were added.  We
 have deliminators showing the strengths and weaknesses between each,
 and a section of procedures in AR.C.
 
===============================================================================
*Special procedures on weapons (hit_vorpal, hit_suck_disarm etc).
 
     Like special procs, these procedures are called whenever a weapon
 is used.  The two installed are hit_vorpal, a weapon which has a tendancy
 to slice the head of the opponent off, and hit_suck_disarm which can
 suck weapons from your opponents hand right into your inventory! :)
 
===============================================================================
 Racial max skill/spell limitations added.
 
     Added the max # of skills or spells a person of X race could learn.
 (Defined in the race table).
 
===============================================================================
 Racial abilities implemented.  Also perminant abilities (inborn traits).
    
     These still need more added.  Skulks, for instance, need to have
 the metamorphic ability added.
 
===============================================================================
 Change spell names, and added/tweaked several spells.
 
     Twinkish spells like 'change sex' and 'ventriloquism' were removed.
 Spells like this take away from the game, and are really unneccesary.
 
===============================================================================
 Changed mana system to be based on four elements and items (gems).
 
     Mana was removed and replaced with an object-based system.  The
 GEM item type holds information based on 4 elements.  (see the actual
 item declarations in merc.h for what the values represent).
 
===============================================================================
 Equipment setup changed, no more inventory really, SHEATH and DRAW added.
 
     Sheath and draw are an idea that comes from Kalgen, a mud he calls
 Zebesta (modestly :).  Basically, that sphere of holding things is now
 gone, and you have two hands to utilize.  Sheathing and drawing weapons
 develops a system of allowing you to temporarily releave objects from your
 hand.  Morgenes of Aldara has expanded this to allow sheath objects, and
 it adds an interesting twist to things.
     
===============================================================================
 Rewrote all the complementary equipment (including supplies in the 
 backpack).
     
     See limbo.are for this stuff.
 
===============================================================================
 Modified lights, which can now be manipulated with LIGHT, EXTINGUISH and
 FILL.
     
     Lights now take fuel, and are not always glowing.  As far as we are
 sure, the lights are fine, and no bugs exist in this system.  Lights
 require the TOOL tinderbox to be lit, and also require some fuel.  They
 can be set so that they will dissapate (magical lights) when the fuel
 runs out.
 
===============================================================================
 Added lamp oil drink type.
 
     Now drink containers contain light fuel.
     
===============================================================================
 Changed armor to resemble (vaguely) the CthulhuMUD/Aldara3 setup 
 (damagable).
 
     Armor can be damaged like any other item.  This hasn't been extensively
 tested, but theoritically it should work dandy.  If you notice there is
 something awry, check in fgt.c for any inconsistencies.
     
===============================================================================
 Greatly improved the EXAMINE command, which gives important info on objects.
 
     EXAMINE now shows item-specific information.  On lights, it shows
 different stats than on armor.  Very useful and was fun to code.
 
===============================================================================
 Added immortal titles.
 
     The who listing now shows the person's name, along with the title
 if they are immortal, or their level for normal mortals.
 
===============================================================================
 Removed the autotitling when you gain levels.
 
     You are given a title at birth and thats it.  Why?  Most people just
 changed them anyways.  Plus, it was alot of unneeded code and strings.
 Having RANKS and SOCIAL STATUS would be a nice addition, though.
 
===============================================================================
 Changed experience system to resemble the original diku, but better.
   
     Experience is similar to the original Diku/Merc 1.0 concepts, but
 slightly improved.  Lower numbers and ease of use compensate for the
 original system's inadequecies.
 
===============================================================================
 Modified object loading for randomized string lengths.
 
     Codes can now be added to objects, and effect the way they are named
 on startup.  For instance:
        
      $c felt pen             - red felt pen
      a $c felt pen           - a red felt pen
      There is a $c pen here. - There is a red pen here.
      
        This is a very good system for creating even more fuzziness.
 
===============================================================================
 Dramatically modified the way strings work within the code.
 
     I can't remember what I did for this.  Dunno, except that we had
 to use a macro (STR()) which MUST be used unless you are access the
 variable directly.  On objects and mobs, all strings are set to NULL
 on creation.  Has to do with the OLC of Surreality's coding.  The
 index can be accessed the old obj->string way, but the actual object
 must be accessed with STR() unless your assigning it.
 
===============================================================================
*Added online creation (as per Surreality's coding!).
 
     Yes, folks, we now have OLC.  BUT at some cost.   STR() had to be
 added everywhere, as well as a total revamping of the database.  I think
 the look of the new format is much improved over the other, with minimal
 size adjustment.
 
===============================================================================
 Revamped HELP and removed the 'easy to use' skill and spell info!
 
     No skill/spell info, in an attempt to make things mysterious.
 Merc helps out the little guy way to much.
 
===============================================================================
 Added ANSI color code systems.
 
     The ANSI config command and ansi support are now added.  (YAY!)
 
===============================================================================
 Added ASSIST, AUTOGOLD and AUTOSPLIT for added ease of use.
 
     Yeah, but why?
 
===============================================================================
 Removed AUTO commands for mortals (ASSIST remains).
 
     Thats more like it!
 
===============================================================================
 Changed login procedure so races can be chosen.
 
     Yes, logins are a bit different now, hope you all like it.
 
===============================================================================
 Removed stock Merc/Diku areas pending major building habits of our immorts.
 
     We wanted to start from scratch, it was a pity that we didn't get a
 real chance to.  Partially my fault, partially my high standards. Needless
 to say, Merc/Diku ares ARE GONE.  Why?  They took away from the RP that we
 wanted to have develop.
 
===============================================================================
 Changed genre (Tyselorrd).
 
     Yep, no more Nomads from the Eastern Desert, we've got a real storyline!
 
===============================================================================
 Scrapped 'Project Nimud'.
 
     Nimud was going to be a new mud system, named after the first mud I 
 ever played, Nameless.  (Nameless Incarnate MUD).
 
===============================================================================
 Added 6 more values to objects (still yet unused).
 
     Yeah, instead of value[4] its value[10], wow.  I think maybe 1 object
 actually uses all 10.
 
===============================================================================
 Tweaked numerous in-code things and removed MOST '.'s that were lying around.
 
     Locke says, 'Wow, thats neat.'.   
                                   ^-------- WHAT THE FVCK IS THIS?
                                   
===============================================================================
 Added scan -> look <dir> reveals those who are in the next 7 rooms.
 
     Wow, scan.  Not like I wanted it to be, but not to shabby. 
 
===============================================================================
 Added the IMMORTAL REFERENCE.
 
     Just yet another help file to appease my immortals.  It is not exactly
 up to date, but its 80% correct.
 
===============================================================================
 Death now takes your gold.
 
     Yep.  I think it appears in your corpse (of all places).
 
===============================================================================
 Modified the way newbies die (they don't die).
 
     Newbies get transported to the beginning of the mud school.
 
===============================================================================
 Took away statistic numerics (Attributes, Hp/Move, SCORE etc)
 
     Statistics kill roleplaying, plain and simple.
 
===============================================================================
 Added more variables to Morgene's prompt command.
 
     Yep.  Mostly immortal ones.  Check 'em out!
 
===============================================================================
 Removed MOBPrograms and replaced it with original coding of scripts.
 
     Yeah, scripts are pretty powerful, and MOBProgs were buggy.  Trying
 to write stuff on scripts is going to be nasty, but I'll try.
 
===============================================================================
 Added more configurable stats to mobs'n'objs, along with optional generation.
    
     Yep, defaults at 0 will generate everything.
 
===============================================================================
 Used Aldara's experience point system, and their hitpoint system.
 
     I like Morg's routines.
 
===============================================================================
 Changed janitors so they eat certain objects.
 
     Keeps down on stray object load.
 
===============================================================================
 Revamped shops (stop the fuzzyness!).
 
     The guys who wrote shops need to be hit.
     
===============================================================================
 Added TOOLs, which currently are only tinderboxes and lock picks.
 
     Lock picks aren't even added yet.  This is a 'pickup' object anyways,
 I should have just made them all seperate.
 
===============================================================================
 Keys and other objects all save.
 
     Yep, turn on the NOSAVE bit if you dont want them to save.  
 
===============================================================================
 Removed level restrictions on objects.
 
     If you can kill the bugger, its yours, man.
 
===============================================================================
 Flying characters no longer can be tripped.
 
 Disarm slightly revamped, no-remove items don't get disarmed.
    
     Made it safer, changed skill checking.
 
===============================================================================
 Mobs that have no weapon *shouldn't* disarm.
 
     We hope.
    
 Rewrote most of 'who'.
 
===============================================================================
 New reset system.
 
     Yep, hard to explain, but the reset command should explain it all.
 
 
------------------------------ Other changes ----------------------------------
 
There are changes to nearly every command, the money system, most WIZ
commands, as well as tons of others.
    
-- Known Bugs --

There are some grammatical errors in the generated equipment list, errors
primarily with certain object names (a good example are the Hands of Thor,
an object which would appear as:  He is wearing a Hands of Thor on his hands.,
another example is a galerus, which would be shown as plural even though it
is singular.  Unavoidable unless you want to add a dictionary).

Other than that, none, as of now.  I do realize its a bit unstable, but to fix
bugs like that I'd have to pick the code.  So I'll just see if I can't find
someone ELSE to do it.  (your bug fixes are ALWAYS welcome)
 
If you can help me out, I'll fix it and re-release the software.  Send email
to locke@telerama.lm.com if you are unsure of anything.
 
-- Wishful thinking --
 
There are lots of features I had planned to add, but never got a chance to.
 
Furniture - sit/sleep/put/open/close etc
More script functions
No-levels skill system
Housebuilder
More more more!
 
---------------------------------- Contacting us ------------------------------
 
I (Locke, coder of everything else) can be reached at:
locke@telerama.lm.com
 
Surreality (coder of the Online Creation) can be reached at:
surreal@telerama.lm.com        (he rarely replies, send mail to above)
 
8/10/94
 
 
File manifest:
 
Makefile
ac.c            - communication actions                   (was ACT_COMM.C)
ai.c            - informative actions                     (was ACT_INFO.C)
am.c            - movement actions                        (was ACT_MOVE.C)
ao.c            - object actions                          (was ACT_OBJ.C)
ar.c            - racial actions                          *** NEW FILE ***
aw.c            - wizard actions                          (was ACT_WIZ.C)
comm.c          - communications
db2.c           - the new database routines               *** NEW FILE ***
def.c           - defines                                 (was CONST.C)
fgt.c           - fighting/combat routines                (was FIGHT.C)
hnd.c           - money, attribute etc manipulation       (was HANDLER.C)
int.c           - interface procedures                    (was INTERP.C)
merc.h          - the main header 
mgc.c           - spells                                  (was MAGIC.C)
oc.c            - Online Creation (surreality's)          *** NEW FILE ***
oc.h            - Online Creation (surreality's)          *** NEW FILE ***
scr.c           - scripts (all inclusive)                 *** NEW FILE ***
spec.c          - spec_procs                              (was SPECPROC.C)
startup*        - autoreboot script CSH and others
startupSH*      - autoreboot script SH and others
sv.c            - routines to save objects and characters (was SAVE.C)
upd.c           - routines that effect repeated calls     (was UPDATE.C)

If you decide to run a mud based on the Isles, we'd LOVE to hear from you,
so email Locke at locke@telerama.lm.com and let us know!  Thanks!!!

