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	<id>https://www.legendmud.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lirra</id>
	<title>LegendMUD - User contributions [en]</title>
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	<updated>2026-06-07T20:46:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.legendmud.org/index.php?title=KILLER&amp;diff=368</id>
		<title>KILLER</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=KILLER&amp;diff=368"/>
		<updated>2019-09-08T11:31:26Z</updated>

		<summary type="html">&lt;p&gt;Lirra: Creating Killer's page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Killer was born in [[Celtic Ireland|Ireland]] and at the age of 17 started his travelings through the known world. He spent most of his younger ages traveling back and forth between [[Medieval Germany|Klein]] and [[Medieval England|Sherwood]]. He finally settled near [[victorian London|London]] when he started taking an interest in magic. After becoming a second circle mage, he settled down and married Prasetya, who later killed herself. So he traveled his elder days helping others and wandering the world. It was at this time he developed an interest in the druidic arts. He met Sandra about this time and long after a too-long engagement they were wed, making Killer the first to have had two wives. His interest in druidism and life with his wife continued until she became immortal, and he eventually retired.&lt;/div&gt;</summary>
		<author><name>Lirra</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=London_Port&amp;diff=367</id>
		<title>London Port</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=London_Port&amp;diff=367"/>
		<updated>2019-09-08T11:27:55Z</updated>

		<summary type="html">&lt;p&gt;Lirra: Creating page to Victoria London.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;England in 1841 was at the very dawn of the Victorian Age. It was the decade that would come to be known as &amp;quot;The Hungry Years,&amp;quot; as industrialization spread and the lower classes became more firmly established. During the years preceding, the gradual spread of industry had led farmers away from the countryside, and eliminated at single strokes the jobs of countless workers with such inventions as the power loom and the combine. These people found themselves competing for few jobs in what was becoming a highly mechanized economy. A middle class of merchants was formed out of the aristocracy who found their taxes dwindling and the lower class that aspired to more. Business ventures such as the South Seas Bubble company collapsed, but other commercial ventures, such as the China Tea Trade, flourished. However, even for these businesses, times were changing, as the steam ship took over from the mighty and glorious clipper ship, queen of the seas. Ideologically, this was a troubled time, as a crisis of faith in God resulted from the many discoveries of science. Soon educated men divided themselves into two principal schools: Utilitarians, the followers of Jeremy Bentham, who based everything upon the utility of objects, and who managed a quick reform of the Civil Service; and the followers of Coleridge, firm believers in faith. Although we have a lingering impression of the Victorian Age as a repressive and repressed society, it was one of the most vital periods of English history, lively and full of controversy. Belief in technology was at its height, and the superstitions of magic had been swept away, reserved for gothic horror novels. Medical science was improving by leaps and bounds. Living conditions were terrible for many in 1841, and it was not long before Marx produced his _Communist Manifesto_, but England was by that time well ont he way to becoming the dominant nation in the world, and London the jewel in the crown of the British Empire.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;/div&gt;</summary>
		<author><name>Lirra</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Legends_of_the_Past&amp;diff=366</id>
		<title>Legends of the Past</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Legends_of_the_Past&amp;diff=366"/>
		<updated>2019-09-08T11:25:51Z</updated>

		<summary type="html">&lt;p&gt;Lirra: Readability formatting. May change to a table later.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Legends of the Past is groups of [[MOBS]], where we recreate those&lt;br /&gt;
characters that have passed on and given to Legend's history, in order&lt;br /&gt;
to preserve their memories.&lt;br /&gt;
&lt;br /&gt;
Without the players, LegendMUD would just be a bunch of code. Their&lt;br /&gt;
characters are the citizens of this world -- they live here, die here...&lt;br /&gt;
and are remembered here.&lt;br /&gt;
&lt;br /&gt;
The players and their characters give LegendMUD traditions and history.&lt;br /&gt;
Traditions live on, many times with us not knowing why we carry them out or&lt;br /&gt;
who started them. Too often our history, chronicled in the Legendary Times&lt;br /&gt;
to an extent, is remembered by a few here and there, or, sadly, is&lt;br /&gt;
forgotten.&lt;br /&gt;
&lt;br /&gt;
In an attempt to not only retain pieces of our history, but to also honor&lt;br /&gt;
those who once roamed our lands, Legends of the Past was created so that all&lt;br /&gt;
could share in our past and learn of the parts of our history we have been&lt;br /&gt;
able to include here and honor those considered 'Legends'.&lt;br /&gt;
&lt;br /&gt;
The following individual biographies can be used as reference to further&lt;br /&gt;
express the history of the characters within. Those not listed have no&lt;br /&gt;
biography on file at this time.:&lt;br /&gt;
&lt;br /&gt;
* [[SYLIA]] &lt;br /&gt;
* [[HUNTER_ROSE]]&lt;br /&gt;
* [[RAMADAN]] &lt;br /&gt;
* [[HARKON]] &lt;br /&gt;
* [[EXECUTIONER]] &lt;br /&gt;
* [[LORI]] [[KILLER]] &lt;br /&gt;
* [[MALORN]] &lt;br /&gt;
* [[K'MALA]]&lt;br /&gt;
* [[DEATHSTALKER]] &lt;br /&gt;
* [[EVA]] &lt;br /&gt;
* [[SANSARIA]] &lt;br /&gt;
* [[AUGUSTUS]] &lt;br /&gt;
* [[CROWE]] &lt;br /&gt;
* [[MERCENARY]] &lt;br /&gt;
* [[MORPHINE]] &lt;br /&gt;
* [[ARKENSTONE]] &lt;br /&gt;
* [[GAIL]]&lt;br /&gt;
* [[NOTHING]] &lt;br /&gt;
* [[AGINOR]] &lt;br /&gt;
* [[BARABAS]] &lt;br /&gt;
* [[CLUTCH]] &lt;br /&gt;
* [[ARTURO]] &lt;br /&gt;
* [[MARAUDER]] &lt;br /&gt;
* [[TROUSERS]]&lt;br /&gt;
&lt;br /&gt;
For more information and the application for consideration as a replica,&lt;br /&gt;
please visit: [[LOTP Application]]&lt;/div&gt;</summary>
		<author><name>Lirra</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=MORPHINE&amp;diff=365</id>
		<title>MORPHINE</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=MORPHINE&amp;diff=365"/>
		<updated>2019-09-08T11:23:49Z</updated>

		<summary type="html">&lt;p&gt;Lirra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Raised on the streets of [[London Port|London]], Morphine learned to sneak, steal and kill to survive at an early age. These abilities she brought into her later life, as she joined the Mercenaries at a young age.&lt;br /&gt;
&lt;br /&gt;
Eventually, Morphine took the reins of leadership within the [[Mercenaries]] clan, and led them to battle in several wars against the [[Grendels]] and many others.&lt;/div&gt;</summary>
		<author><name>Lirra</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=MERCENARY&amp;diff=364</id>
		<title>MERCENARY</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=MERCENARY&amp;diff=364"/>
		<updated>2019-09-08T11:23:07Z</updated>

		<summary type="html">&lt;p&gt;Lirra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mercenary was aggressive and annoying from his inception. He nettled quite a few people by not paying them any respect even when he was 5th level. One of the guildmasters killed Merc basically as soon as he clanned. Mercenary gave respect to no one, unless they earned it from him personally. Being a high level or having someone who he didn't know respect them didn't mean anything to him.&lt;br /&gt;
&lt;br /&gt;
He and Revenant shared a common background, actually being from near each other in [[Arabian Nights|Arabia]]. Revenant was bitter and filled with hatred for all things, however, while Mercenary was, well, mercenary. He was always more interested in a gold coin than honor or glory. He owed his life to Revenant from early on, and the two were together much, though as often as not, Mercenary was shaking his head and gritting his teeth at some of Revenant's most vitriolic acts. Mercenary never criticized Revenant, and usually stood up for him.&lt;br /&gt;
&lt;br /&gt;
When Mercenary was younger, he took offense easily. He would be rude or snide on chat, and if someone called him on it, bully them until they either backed down or they fought.&lt;br /&gt;
&lt;br /&gt;
Mercenary killed very few people when he was young, perhaps only three or four while he and Revenant were packing together. It was misperception that made people believe there was more. However, he managed to anger a great many people, to the point where a pack came after him and multikilled him.&lt;br /&gt;
&lt;br /&gt;
Mercenary started keeping track of his fights, and taking commissions. The commission would either be to kill someone once, or to obtain one item from someone. He would not allow the corpse to be looted once he slew them, and did his best to punish anyone who attacked someone he'd just slain before they recovered.&lt;/div&gt;</summary>
		<author><name>Lirra</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=MERCENARY&amp;diff=363</id>
		<title>MERCENARY</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=MERCENARY&amp;diff=363"/>
		<updated>2019-09-08T11:22:55Z</updated>

		<summary type="html">&lt;p&gt;Lirra: Created page with &amp;quot;Mercenary was aggressive and annoying from his inception. He nettled quite a few people by not paying them any respect even when he was 5th level. One of the guildmasters kill...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mercenary was aggressive and annoying from his inception. He nettled quite a few people by not paying them any respect even when he was 5th level. One of the guildmasters killed Merc basically as soon as he clanned. Mercenary gave respect to no one, unless they earned it from him personally. Being a high level or having someone who he didn't know respect them didn't mean anything to him.&lt;br /&gt;
&lt;br /&gt;
He and Revenant shared a common background, actually being from near each other in [[Arabian Nights}Arabia]]. Revenant was bitter and filled with hatred for all things, however, while Mercenary was, well, mercenary. He was always more interested in a gold coin than honor or glory. He owed his life to Revenant from early on, and the two were together much, though as often as not, Mercenary was shaking his head and gritting his teeth at some of Revenant's most vitriolic acts. Mercenary never criticized Revenant, and usually stood up for him.&lt;br /&gt;
&lt;br /&gt;
When Mercenary was younger, he took offense easily. He would be rude or snide on chat, and if someone called him on it, bully them until they either backed down or they fought.&lt;br /&gt;
&lt;br /&gt;
Mercenary killed very few people when he was young, perhaps only three or four while he and Revenant were packing together. It was misperception that made people believe there was more. However, he managed to anger a great many people, to the point where a pack came after him and multikilled him.&lt;br /&gt;
&lt;br /&gt;
Mercenary started keeping track of his fights, and taking commissions. The commission would either be to kill someone once, or to obtain one item from someone. He would not allow the corpse to be looted once he slew them, and did his best to punish anyone who attacked someone he'd just slain before they recovered.&lt;/div&gt;</summary>
		<author><name>Lirra</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=San_Francisco&amp;diff=362</id>
		<title>San Francisco</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=San_Francisco&amp;diff=362"/>
		<updated>2019-09-08T11:18:55Z</updated>

		<summary type="html">&lt;p&gt;Lirra: Creating San Francisco page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Originally known as Yerba Buena, San Francisco was transformed nearly overnight when James Marshall's discovery of gold in the South Fork of the American River at Sutter's mill on January 24, 1848, started the great rush of fortune seekers to California. Gold became the irresistible magnet and nothing could check the insistent rush. Laborers, clerks, waiters, servants, all disappeared as if by magic, and melted into the stream of feverish folk headed for the slopes of the Sierra.	&lt;br /&gt;
&lt;br /&gt;
In 1849, 40,000 immigrants arrived at the rate of one thousand per week by sea alone in San Francisco and three-quarters of them headed for the mines. Many came from South America, the islands of the Pacific and Australia and in droves from the Eastern States by way of Cape Horn.&lt;br /&gt;
&lt;br /&gt;
There was no such place as a home and very few habitable houses. Frame buildings for business and dwelling were the best. Shacks and tents were common. Only the great gambling houses, hotels, restaurants and a few public buildings were built with any size and comfort. The streets were uneven and the mud was knee-deep in the streets, except the few planked ones, when it rained. People used lanterns at night because there were no streetlights. In the gambling dens bets were made as high as $20,000 on the turn of a card, though the ordinary stakes were 50 cents to $5. A half dollar was the smallest coin in circulation, and a penny, dime or fivecent piece was a curiosity. For any small service nothing lower than 50 cents was given. Entrance to the circus was $3. A hearty meal at a restaurant cost from $2 to $5. Coarse boots cost $30 to $40 per pair; superior boots $100. Laborers received $1 per hour, and skilled mechanics from $12 to $20 per day. The carpenters struck because they got only $12 per day, and demanded $16.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
&lt;br /&gt;
* Check out this site on the [http://www.sfmuseum.org '''history'''] of San Francisco.&lt;br /&gt;
* [http://www.zpub.com/sf/history/sfh2.html '''Timeline of San Francisco History'''] can be found here.&lt;/div&gt;</summary>
		<author><name>Lirra</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Internal_Mechanics&amp;diff=361</id>
		<title>Internal Mechanics</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Internal_Mechanics&amp;diff=361"/>
		<updated>2019-09-08T11:13:27Z</updated>

		<summary type="html">&lt;p&gt;Lirra: /* The Fight System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;If you would Learn aught of the Secrets of Alchemy that did lead to such Wonders, you have come to the Proper Place...&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Much of the invisible stuff that keeps the mud running has been redone on Legend. Perhaps the principal change is the acts system coded by Sadist, which permits highly interactive mobs and rooms, enabling the detail that is the trademark of LegendMUD. Since many people have logged on in the past to ask questions like, &amp;quot;are your scripts pre-emptive or cooperative multitasking?&amp;quot; here's a little explanation of some of the things done to the server to enhance gameplay.&lt;br /&gt;
&lt;br /&gt;
== The Acts System ==&lt;br /&gt;
&lt;br /&gt;
'''An easy to learn and very powerful script system for mobiles and rooms.'''&lt;br /&gt;
&lt;br /&gt;
The acts system on Legend is what makes much of the rest of the mud possible. It is a fairly simple mud language that is easy to learn yet quite powerful. As an example of its capabilities--Legend uses NO C special procedures at all. Instead, any mobile and any room may have the ability to use acts.&lt;br /&gt;
&lt;br /&gt;
What can it do? Well, acts can be used for simple trigger actions, of course, as in when a mob says something to you when you walk into the room. They can also respond to virtually any action that can be performed on the mud. On top of that they have the capability to perform random actions, actions at specific times (such as an hour of the day, upon death or upon creation, etc), and to call fully recursive procedures. Mobiles and rooms can also give each other instructions for complex performances and actions.&lt;br /&gt;
&lt;br /&gt;
Mobs using acts have the ability to use any normal player command on the mud, plus they have a large array of mobile-only commands, ranging from the simply cosmetic (echoing and directed emotes) to the immortal (transparent teleportation) to the truly powerful ones that alter the database. Since rooms and mobs can fully interact, it permits things like area maps that change on the fly depending on any number of possible circumstances, alteration of player stats or mob stats, and so on. Since creators may also create and assign internal flags in their area files, not to mention check many possible factors ranging from stats to whether it's dark outside, the possible circumstances are limited mostly by the talent and imagination of the builder.&lt;br /&gt;
&lt;br /&gt;
Legend's acts are also capable of multitasking (both pre-emptive and cooperative) and every mob has its own event queue. Blocks of act code can be inherited across multiple mobiles, allowing generic behaviors for types of creatures or for the populace of a given city.&lt;br /&gt;
&lt;br /&gt;
Acts are written in the area file, right with each room or mobile, unlike stock Merc MobProgs which must go in a separate file. Since the language is powerful enough to severely mess up the server, we only load updates at mud reboots in order to prevent nasty things from happening. No recompilation of the server is necessary, though--just reboot and your new quest is ready for action.&lt;br /&gt;
&lt;br /&gt;
Examples of common uses of acts beyond the usual triggers for atmosphere are wide-ranging. In several areas you will find horses that are all the same mob but appear in a wide range of colors (and as stallions, mares, or geldings), are tame and follow their owners onto ships, and will obey simple orders. These are done purely in acts.&lt;br /&gt;
&lt;br /&gt;
== Quests and Exploration XP ==&lt;br /&gt;
&lt;br /&gt;
''' Acts put to good use.'''&lt;br /&gt;
&lt;br /&gt;
Quests are a central part of the LegendMUD experience. They are all written entirely and exclusively in the mud acts language. This language permits us to construct difficult puzzles.&lt;br /&gt;
&lt;br /&gt;
On Legend quests grant experience points to those who complete them, and as there are literally dozens of them (a recent count tallied well over 60 of them, and more written all the time), this can be quite a substantial amount of XP. Quests are required to travel between different time periods on the mud.&lt;br /&gt;
&lt;br /&gt;
Typically, one finds quests on Legend by reading messages on the local boards, and listening carefully to what the mobiles have to say. Some are quite simple, and might only involve bringing a specific item to someone; others might ask you to help get a lovelorn couple married, resolve the problem of drought in a village, or at the most extreme end of difficulty, live out the entire stories of Beowulf and his monstrous enemies, or that of Aladdin and the magical lamp.&lt;br /&gt;
&lt;br /&gt;
None of these quests require any immortal intervention. They're entirely automated. Some do require certain levels of ability, or groups, to complete.&lt;br /&gt;
&lt;br /&gt;
Another way of gaining experience on LegendMUD is simply to explore. Certain locations on the mud will give you credit simply for finding them. The more you wander through our areas, the better.&lt;br /&gt;
&lt;br /&gt;
== Regeneration and Resets ==&lt;br /&gt;
&lt;br /&gt;
'''No more tick triggers and general area repops!'''&lt;br /&gt;
&lt;br /&gt;
LegendMUD tries to avoid two common pitfalls of muds with two small changes to the code. It's quite common on many muds to see players gathered outside certain areas anxiously awaiting 'repop,' when magically and all of a sudden the area is repopulated.&lt;br /&gt;
On Legend, however, every single mob and every single item can have its own reset set to any tick length whatsoever. This means that areas are rarely 'empty' and that new mobs appear gradually as you go, rather than all at once. A great increase in realism.&lt;br /&gt;
&lt;br /&gt;
On top of that, acts have the ability to load mobiles and items as well. If you kill all the cats and dogs in a region, don't be surprised to find a dearth of kittens and puppies later--the younger versions aren't in resets at all, but rather are created by the older versions. And the kittens and puppies might also grow up as they age! Some mobiles hunt for their food as well.&lt;br /&gt;
&lt;br /&gt;
It is not only mobiles who have a different regeneration scheme. On Legend, the triggers for sleeping over the tick for max hp are useless. Instead of granting regeneration to players at the tick based on their current position, Legend does it based on their activity over the whole past tick. Those who sleep more are commensurately rewarded--those who take a quick nap when the tick comes find that they might as well have stayed awake.&lt;br /&gt;
&lt;br /&gt;
== The Fight System ==&lt;br /&gt;
&lt;br /&gt;
'''No more rounds, plus a detailed proficiency system.'''&lt;br /&gt;
&lt;br /&gt;
LegendMUD doesn't use rounds. It might LOOK like we use rounds, for when you're in combat, everyone gets messages in clumps. But internally, Legend uses a free-flowing roundless combat where every combatant has their own delay between attacks. This leads to a complex yet easily learned combat system based on fight pulses.&lt;br /&gt;
&lt;br /&gt;
Under this system, those who specialize in a type of weaponscraft are rewarded. There are [[Skills|proficiences]] in swordsmanship, arms training, and fencing, and each proficiency offers several levels. The further you advance in your chosen specialty, the faster you will attack. This results in a very gradual shift in your attack speed. Since internally rounds are simply regular intervals at which combat progress is reported, you may, depending on your delay between blows, find yourself attacking once in one round and twice in the next, slowly building up to the maximum possible nine attacks per round.&lt;br /&gt;
&lt;br /&gt;
Every weapon on Legend also has a quality rating. You'll find it a lot easier to attack quickly with a finely balanced Damascus steel longsword than with a clumsy, poorly weighted bronze sword. And a magical blade like Hrunting, passed down in thane Hrothgar's family for generations, and given to Beowulf as a reward for killing Grendel--well, that's likely to be better yet.&lt;br /&gt;
&lt;br /&gt;
Natural aptitude counts for something too. The heavier the weapon, the harder it is to attack quickly with it. But a weapon heavy to some is light to others, and so a player's stats affect which choice of proficiency will serve them best--if one's talent is in the dexterous discipline of fencing, one will simply do much poorer when picking up a club, which most of all requires stamina.&lt;br /&gt;
&lt;br /&gt;
One final observation about this fight system--there is also a whole proficiency set for missile weapons where it is not speed but rather accuracy that makes the day. Look under Fun stuff for a discussion of Legend's missile weapons system.&lt;br /&gt;
&lt;br /&gt;
== [[options|Customizable Interface]] ==&lt;br /&gt;
&lt;br /&gt;
'''Hey--you're going to live on this mud. You may as well be able to make it comfortable!'''&lt;br /&gt;
&lt;br /&gt;
LegendMUD supports color--you can select between ANSI color for an ANSI capable terminal, AVATAR color if you have access to something that supports it, or choose to simply have the raw color codes sent to you for interpretation by your client or terminal software.&lt;br /&gt;
&lt;br /&gt;
Color is used in dozens of places in the mud, enough places in fact that there are a couple dozen color registers, any of which you can set to any ANSI color you like. You can customize the color of room titles, descriptions and contents, exits, tells, channel names, the person using the channel, and the channel message, socials/emotes, fight messages, and even track your health status in your prompt by having your hp, move and mana change colors by stages as they decrease and increase. '''HELP COLOR''' on the mud has a more detailed explanation of how to customize these.&lt;br /&gt;
&lt;br /&gt;
You can also simply enter '''COLOR SET CHANNEL GREEN''' and it will automatically configure those registers in shades of green for you. You can choose between shades of black, red, green, cyan, blue, white, yellow and purple. And you can always restore all of the mud's default color settings with '''COLOR SET DEFAULT'''.&lt;br /&gt;
&lt;br /&gt;
But color is just the tip of the iceberg for customizability on Legend. Do you want a verbose score display or one neatly presented on a nice scroll? Do you want to see every single bit of the action as you fight, or are you accustomed to terse messages like the ones offered on other muds? Do you like knowing about new mail when you login, or not? What do you feel should be in your prompt? A whole host of options allows you to [[options|customize many aspects of Legend's interface]] to your tastes.&lt;/div&gt;</summary>
		<author><name>Lirra</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Internal_Mechanics&amp;diff=360</id>
		<title>Internal Mechanics</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Internal_Mechanics&amp;diff=360"/>
		<updated>2019-09-08T11:12:17Z</updated>

		<summary type="html">&lt;p&gt;Lirra: /* Customizable Interface */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;If you would Learn aught of the Secrets of Alchemy that did lead to such Wonders, you have come to the Proper Place...&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Much of the invisible stuff that keeps the mud running has been redone on Legend. Perhaps the principal change is the acts system coded by Sadist, which permits highly interactive mobs and rooms, enabling the detail that is the trademark of LegendMUD. Since many people have logged on in the past to ask questions like, &amp;quot;are your scripts pre-emptive or cooperative multitasking?&amp;quot; here's a little explanation of some of the things done to the server to enhance gameplay.&lt;br /&gt;
&lt;br /&gt;
== The Acts System ==&lt;br /&gt;
&lt;br /&gt;
'''An easy to learn and very powerful script system for mobiles and rooms.'''&lt;br /&gt;
&lt;br /&gt;
The acts system on Legend is what makes much of the rest of the mud possible. It is a fairly simple mud language that is easy to learn yet quite powerful. As an example of its capabilities--Legend uses NO C special procedures at all. Instead, any mobile and any room may have the ability to use acts.&lt;br /&gt;
&lt;br /&gt;
What can it do? Well, acts can be used for simple trigger actions, of course, as in when a mob says something to you when you walk into the room. They can also respond to virtually any action that can be performed on the mud. On top of that they have the capability to perform random actions, actions at specific times (such as an hour of the day, upon death or upon creation, etc), and to call fully recursive procedures. Mobiles and rooms can also give each other instructions for complex performances and actions.&lt;br /&gt;
&lt;br /&gt;
Mobs using acts have the ability to use any normal player command on the mud, plus they have a large array of mobile-only commands, ranging from the simply cosmetic (echoing and directed emotes) to the immortal (transparent teleportation) to the truly powerful ones that alter the database. Since rooms and mobs can fully interact, it permits things like area maps that change on the fly depending on any number of possible circumstances, alteration of player stats or mob stats, and so on. Since creators may also create and assign internal flags in their area files, not to mention check many possible factors ranging from stats to whether it's dark outside, the possible circumstances are limited mostly by the talent and imagination of the builder.&lt;br /&gt;
&lt;br /&gt;
Legend's acts are also capable of multitasking (both pre-emptive and cooperative) and every mob has its own event queue. Blocks of act code can be inherited across multiple mobiles, allowing generic behaviors for types of creatures or for the populace of a given city.&lt;br /&gt;
&lt;br /&gt;
Acts are written in the area file, right with each room or mobile, unlike stock Merc MobProgs which must go in a separate file. Since the language is powerful enough to severely mess up the server, we only load updates at mud reboots in order to prevent nasty things from happening. No recompilation of the server is necessary, though--just reboot and your new quest is ready for action.&lt;br /&gt;
&lt;br /&gt;
Examples of common uses of acts beyond the usual triggers for atmosphere are wide-ranging. In several areas you will find horses that are all the same mob but appear in a wide range of colors (and as stallions, mares, or geldings), are tame and follow their owners onto ships, and will obey simple orders. These are done purely in acts.&lt;br /&gt;
&lt;br /&gt;
== Quests and Exploration XP ==&lt;br /&gt;
&lt;br /&gt;
''' Acts put to good use.'''&lt;br /&gt;
&lt;br /&gt;
Quests are a central part of the LegendMUD experience. They are all written entirely and exclusively in the mud acts language. This language permits us to construct difficult puzzles.&lt;br /&gt;
&lt;br /&gt;
On Legend quests grant experience points to those who complete them, and as there are literally dozens of them (a recent count tallied well over 60 of them, and more written all the time), this can be quite a substantial amount of XP. Quests are required to travel between different time periods on the mud.&lt;br /&gt;
&lt;br /&gt;
Typically, one finds quests on Legend by reading messages on the local boards, and listening carefully to what the mobiles have to say. Some are quite simple, and might only involve bringing a specific item to someone; others might ask you to help get a lovelorn couple married, resolve the problem of drought in a village, or at the most extreme end of difficulty, live out the entire stories of Beowulf and his monstrous enemies, or that of Aladdin and the magical lamp.&lt;br /&gt;
&lt;br /&gt;
None of these quests require any immortal intervention. They're entirely automated. Some do require certain levels of ability, or groups, to complete.&lt;br /&gt;
&lt;br /&gt;
Another way of gaining experience on LegendMUD is simply to explore. Certain locations on the mud will give you credit simply for finding them. The more you wander through our areas, the better.&lt;br /&gt;
&lt;br /&gt;
== Regeneration and Resets ==&lt;br /&gt;
&lt;br /&gt;
'''No more tick triggers and general area repops!'''&lt;br /&gt;
&lt;br /&gt;
LegendMUD tries to avoid two common pitfalls of muds with two small changes to the code. It's quite common on many muds to see players gathered outside certain areas anxiously awaiting 'repop,' when magically and all of a sudden the area is repopulated.&lt;br /&gt;
On Legend, however, every single mob and every single item can have its own reset set to any tick length whatsoever. This means that areas are rarely 'empty' and that new mobs appear gradually as you go, rather than all at once. A great increase in realism.&lt;br /&gt;
&lt;br /&gt;
On top of that, acts have the ability to load mobiles and items as well. If you kill all the cats and dogs in a region, don't be surprised to find a dearth of kittens and puppies later--the younger versions aren't in resets at all, but rather are created by the older versions. And the kittens and puppies might also grow up as they age! Some mobiles hunt for their food as well.&lt;br /&gt;
&lt;br /&gt;
It is not only mobiles who have a different regeneration scheme. On Legend, the triggers for sleeping over the tick for max hp are useless. Instead of granting regeneration to players at the tick based on their current position, Legend does it based on their activity over the whole past tick. Those who sleep more are commensurately rewarded--those who take a quick nap when the tick comes find that they might as well have stayed awake.&lt;br /&gt;
&lt;br /&gt;
== The Fight System ==&lt;br /&gt;
&lt;br /&gt;
'''No more rounds, plus a detailed proficiency system.'''&lt;br /&gt;
&lt;br /&gt;
LegendMUD doesn't use rounds. It might LOOK like we use rounds, for when you're in combat, everyone gets messages in clumps. But internally, Legend uses a free-flowing roundless combat where every combatant has their own delay between attacks. This leads to a complex yet easily learned combat system based on fight pulses.&lt;br /&gt;
&lt;br /&gt;
Under this system, those who specialize in a type of weaponscraft are rewarded. There are [[Proficiences|proficiences]] in swordsmanship, arms training, and fencing, and each proficiency offers several levels. The further you advance in your chosen specialty, the faster you will attack. This results in a very gradual shift in your attack speed. Since internally rounds are simply regular intervals at which combat progress is reported, you may, depending on your delay between blows, find yourself attacking once in one round and twice in the next, slowly building up to the maximum possible nine attacks per round.&lt;br /&gt;
&lt;br /&gt;
Every weapon on Legend also has a quality rating. You'll find it a lot easier to attack quickly with a finely balanced Damascus steel longsword than with a clumsy, poorly weighted bronze sword. And a magical blade like Hrunting, passed down in thane Hrothgar's family for generations, and given to Beowulf as a reward for killing Grendel--well, that's likely to be better yet.&lt;br /&gt;
&lt;br /&gt;
Natural aptitude counts for something too. The heavier the weapon, the harder it is to attack quickly with it. But a weapon heavy to some is light to others, and so a player's stats affect which choice of proficiency will serve them best--if one's talent is in the dexterous discipline of fencing, one will simply do much poorer when picking up a club, which most of all requires stamina.&lt;br /&gt;
&lt;br /&gt;
One final observation about this fight system--there is also a whole proficiency set for missile weapons where it is not speed but rather accuracy that makes the day. Look under Fun stuff for a discussion of Legend's missile weapons system.&lt;br /&gt;
&lt;br /&gt;
== [[options|Customizable Interface]] ==&lt;br /&gt;
&lt;br /&gt;
'''Hey--you're going to live on this mud. You may as well be able to make it comfortable!'''&lt;br /&gt;
&lt;br /&gt;
LegendMUD supports color--you can select between ANSI color for an ANSI capable terminal, AVATAR color if you have access to something that supports it, or choose to simply have the raw color codes sent to you for interpretation by your client or terminal software.&lt;br /&gt;
&lt;br /&gt;
Color is used in dozens of places in the mud, enough places in fact that there are a couple dozen color registers, any of which you can set to any ANSI color you like. You can customize the color of room titles, descriptions and contents, exits, tells, channel names, the person using the channel, and the channel message, socials/emotes, fight messages, and even track your health status in your prompt by having your hp, move and mana change colors by stages as they decrease and increase. '''HELP COLOR''' on the mud has a more detailed explanation of how to customize these.&lt;br /&gt;
&lt;br /&gt;
You can also simply enter '''COLOR SET CHANNEL GREEN''' and it will automatically configure those registers in shades of green for you. You can choose between shades of black, red, green, cyan, blue, white, yellow and purple. And you can always restore all of the mud's default color settings with '''COLOR SET DEFAULT'''.&lt;br /&gt;
&lt;br /&gt;
But color is just the tip of the iceberg for customizability on Legend. Do you want a verbose score display or one neatly presented on a nice scroll? Do you want to see every single bit of the action as you fight, or are you accustomed to terse messages like the ones offered on other muds? Do you like knowing about new mail when you login, or not? What do you feel should be in your prompt? A whole host of options allows you to [[options|customize many aspects of Legend's interface]] to your tastes.&lt;/div&gt;</summary>
		<author><name>Lirra</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Internal_Mechanics&amp;diff=359</id>
		<title>Internal Mechanics</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Internal_Mechanics&amp;diff=359"/>
		<updated>2019-09-08T11:11:41Z</updated>

		<summary type="html">&lt;p&gt;Lirra: /* Customizable Interface */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;If you would Learn aught of the Secrets of Alchemy that did lead to such Wonders, you have come to the Proper Place...&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Much of the invisible stuff that keeps the mud running has been redone on Legend. Perhaps the principal change is the acts system coded by Sadist, which permits highly interactive mobs and rooms, enabling the detail that is the trademark of LegendMUD. Since many people have logged on in the past to ask questions like, &amp;quot;are your scripts pre-emptive or cooperative multitasking?&amp;quot; here's a little explanation of some of the things done to the server to enhance gameplay.&lt;br /&gt;
&lt;br /&gt;
== The Acts System ==&lt;br /&gt;
&lt;br /&gt;
'''An easy to learn and very powerful script system for mobiles and rooms.'''&lt;br /&gt;
&lt;br /&gt;
The acts system on Legend is what makes much of the rest of the mud possible. It is a fairly simple mud language that is easy to learn yet quite powerful. As an example of its capabilities--Legend uses NO C special procedures at all. Instead, any mobile and any room may have the ability to use acts.&lt;br /&gt;
&lt;br /&gt;
What can it do? Well, acts can be used for simple trigger actions, of course, as in when a mob says something to you when you walk into the room. They can also respond to virtually any action that can be performed on the mud. On top of that they have the capability to perform random actions, actions at specific times (such as an hour of the day, upon death or upon creation, etc), and to call fully recursive procedures. Mobiles and rooms can also give each other instructions for complex performances and actions.&lt;br /&gt;
&lt;br /&gt;
Mobs using acts have the ability to use any normal player command on the mud, plus they have a large array of mobile-only commands, ranging from the simply cosmetic (echoing and directed emotes) to the immortal (transparent teleportation) to the truly powerful ones that alter the database. Since rooms and mobs can fully interact, it permits things like area maps that change on the fly depending on any number of possible circumstances, alteration of player stats or mob stats, and so on. Since creators may also create and assign internal flags in their area files, not to mention check many possible factors ranging from stats to whether it's dark outside, the possible circumstances are limited mostly by the talent and imagination of the builder.&lt;br /&gt;
&lt;br /&gt;
Legend's acts are also capable of multitasking (both pre-emptive and cooperative) and every mob has its own event queue. Blocks of act code can be inherited across multiple mobiles, allowing generic behaviors for types of creatures or for the populace of a given city.&lt;br /&gt;
&lt;br /&gt;
Acts are written in the area file, right with each room or mobile, unlike stock Merc MobProgs which must go in a separate file. Since the language is powerful enough to severely mess up the server, we only load updates at mud reboots in order to prevent nasty things from happening. No recompilation of the server is necessary, though--just reboot and your new quest is ready for action.&lt;br /&gt;
&lt;br /&gt;
Examples of common uses of acts beyond the usual triggers for atmosphere are wide-ranging. In several areas you will find horses that are all the same mob but appear in a wide range of colors (and as stallions, mares, or geldings), are tame and follow their owners onto ships, and will obey simple orders. These are done purely in acts.&lt;br /&gt;
&lt;br /&gt;
== Quests and Exploration XP ==&lt;br /&gt;
&lt;br /&gt;
''' Acts put to good use.'''&lt;br /&gt;
&lt;br /&gt;
Quests are a central part of the LegendMUD experience. They are all written entirely and exclusively in the mud acts language. This language permits us to construct difficult puzzles.&lt;br /&gt;
&lt;br /&gt;
On Legend quests grant experience points to those who complete them, and as there are literally dozens of them (a recent count tallied well over 60 of them, and more written all the time), this can be quite a substantial amount of XP. Quests are required to travel between different time periods on the mud.&lt;br /&gt;
&lt;br /&gt;
Typically, one finds quests on Legend by reading messages on the local boards, and listening carefully to what the mobiles have to say. Some are quite simple, and might only involve bringing a specific item to someone; others might ask you to help get a lovelorn couple married, resolve the problem of drought in a village, or at the most extreme end of difficulty, live out the entire stories of Beowulf and his monstrous enemies, or that of Aladdin and the magical lamp.&lt;br /&gt;
&lt;br /&gt;
None of these quests require any immortal intervention. They're entirely automated. Some do require certain levels of ability, or groups, to complete.&lt;br /&gt;
&lt;br /&gt;
Another way of gaining experience on LegendMUD is simply to explore. Certain locations on the mud will give you credit simply for finding them. The more you wander through our areas, the better.&lt;br /&gt;
&lt;br /&gt;
== Regeneration and Resets ==&lt;br /&gt;
&lt;br /&gt;
'''No more tick triggers and general area repops!'''&lt;br /&gt;
&lt;br /&gt;
LegendMUD tries to avoid two common pitfalls of muds with two small changes to the code. It's quite common on many muds to see players gathered outside certain areas anxiously awaiting 'repop,' when magically and all of a sudden the area is repopulated.&lt;br /&gt;
On Legend, however, every single mob and every single item can have its own reset set to any tick length whatsoever. This means that areas are rarely 'empty' and that new mobs appear gradually as you go, rather than all at once. A great increase in realism.&lt;br /&gt;
&lt;br /&gt;
On top of that, acts have the ability to load mobiles and items as well. If you kill all the cats and dogs in a region, don't be surprised to find a dearth of kittens and puppies later--the younger versions aren't in resets at all, but rather are created by the older versions. And the kittens and puppies might also grow up as they age! Some mobiles hunt for their food as well.&lt;br /&gt;
&lt;br /&gt;
It is not only mobiles who have a different regeneration scheme. On Legend, the triggers for sleeping over the tick for max hp are useless. Instead of granting regeneration to players at the tick based on their current position, Legend does it based on their activity over the whole past tick. Those who sleep more are commensurately rewarded--those who take a quick nap when the tick comes find that they might as well have stayed awake.&lt;br /&gt;
&lt;br /&gt;
== The Fight System ==&lt;br /&gt;
&lt;br /&gt;
'''No more rounds, plus a detailed proficiency system.'''&lt;br /&gt;
&lt;br /&gt;
LegendMUD doesn't use rounds. It might LOOK like we use rounds, for when you're in combat, everyone gets messages in clumps. But internally, Legend uses a free-flowing roundless combat where every combatant has their own delay between attacks. This leads to a complex yet easily learned combat system based on fight pulses.&lt;br /&gt;
&lt;br /&gt;
Under this system, those who specialize in a type of weaponscraft are rewarded. There are [[Proficiences|proficiences]] in swordsmanship, arms training, and fencing, and each proficiency offers several levels. The further you advance in your chosen specialty, the faster you will attack. This results in a very gradual shift in your attack speed. Since internally rounds are simply regular intervals at which combat progress is reported, you may, depending on your delay between blows, find yourself attacking once in one round and twice in the next, slowly building up to the maximum possible nine attacks per round.&lt;br /&gt;
&lt;br /&gt;
Every weapon on Legend also has a quality rating. You'll find it a lot easier to attack quickly with a finely balanced Damascus steel longsword than with a clumsy, poorly weighted bronze sword. And a magical blade like Hrunting, passed down in thane Hrothgar's family for generations, and given to Beowulf as a reward for killing Grendel--well, that's likely to be better yet.&lt;br /&gt;
&lt;br /&gt;
Natural aptitude counts for something too. The heavier the weapon, the harder it is to attack quickly with it. But a weapon heavy to some is light to others, and so a player's stats affect which choice of proficiency will serve them best--if one's talent is in the dexterous discipline of fencing, one will simply do much poorer when picking up a club, which most of all requires stamina.&lt;br /&gt;
&lt;br /&gt;
One final observation about this fight system--there is also a whole proficiency set for missile weapons where it is not speed but rather accuracy that makes the day. Look under Fun stuff for a discussion of Legend's missile weapons system.&lt;br /&gt;
&lt;br /&gt;
== [[options|Customizable Interface]] ==&lt;br /&gt;
&lt;br /&gt;
'''Hey--you're going to live on this mud. You may as well be able to make it comfortable!'''&lt;br /&gt;
&lt;br /&gt;
LegendMUD supports color--you can select between ANSI color for an ANSI capable terminal, AVATAR color if you have access to something that supports it, or choose to simply have the raw color codes sent to you for interpretation by your client or terminal software.&lt;br /&gt;
&lt;br /&gt;
Color is used in dozens of places in the mud, enough places in fact that there are a couple dozen color registers, any of which you can set to any ANSI color you like. You can customize the color of room titles, descriptions and contents, exits, tells, channel names, the person using the channel, and the channel message, socials/emotes, fight messages, and even track your health status in your prompt by having your hp, move and mana change colors by stages as they decrease and increase. HELP COLOR on the mud has a more detailed explanation of how to customize these.&lt;br /&gt;
&lt;br /&gt;
You can also simply enter '''COLOR SET CHANNEL GREEN''' and it will automatically configure those registers in shades of green for you. You can choose between shades of black, red, green, cyan, blue, white, yellow and purple. And you can always restore all of the mud's default color settings with '''COLOR SET DEFAULT'''.&lt;br /&gt;
&lt;br /&gt;
But color is just the tip of the iceberg for customizability on Legend. Do you want a verbose score display or one neatly presented on a nice scroll? Do you want to see every single bit of the action as you fight, or are you accustomed to terse messages like the ones offered on other muds? Do you like knowing about new mail when you login, or not? What do you feel should be in your prompt? A whole host of options allows you to [[options|customize many aspects of Legend's interface]] to your tastes.&lt;/div&gt;</summary>
		<author><name>Lirra</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Internal_Mechanics&amp;diff=358</id>
		<title>Internal Mechanics</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Internal_Mechanics&amp;diff=358"/>
		<updated>2019-09-08T11:10:55Z</updated>

		<summary type="html">&lt;p&gt;Lirra: /* The Fight System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;If you would Learn aught of the Secrets of Alchemy that did lead to such Wonders, you have come to the Proper Place...&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Much of the invisible stuff that keeps the mud running has been redone on Legend. Perhaps the principal change is the acts system coded by Sadist, which permits highly interactive mobs and rooms, enabling the detail that is the trademark of LegendMUD. Since many people have logged on in the past to ask questions like, &amp;quot;are your scripts pre-emptive or cooperative multitasking?&amp;quot; here's a little explanation of some of the things done to the server to enhance gameplay.&lt;br /&gt;
&lt;br /&gt;
== The Acts System ==&lt;br /&gt;
&lt;br /&gt;
'''An easy to learn and very powerful script system for mobiles and rooms.'''&lt;br /&gt;
&lt;br /&gt;
The acts system on Legend is what makes much of the rest of the mud possible. It is a fairly simple mud language that is easy to learn yet quite powerful. As an example of its capabilities--Legend uses NO C special procedures at all. Instead, any mobile and any room may have the ability to use acts.&lt;br /&gt;
&lt;br /&gt;
What can it do? Well, acts can be used for simple trigger actions, of course, as in when a mob says something to you when you walk into the room. They can also respond to virtually any action that can be performed on the mud. On top of that they have the capability to perform random actions, actions at specific times (such as an hour of the day, upon death or upon creation, etc), and to call fully recursive procedures. Mobiles and rooms can also give each other instructions for complex performances and actions.&lt;br /&gt;
&lt;br /&gt;
Mobs using acts have the ability to use any normal player command on the mud, plus they have a large array of mobile-only commands, ranging from the simply cosmetic (echoing and directed emotes) to the immortal (transparent teleportation) to the truly powerful ones that alter the database. Since rooms and mobs can fully interact, it permits things like area maps that change on the fly depending on any number of possible circumstances, alteration of player stats or mob stats, and so on. Since creators may also create and assign internal flags in their area files, not to mention check many possible factors ranging from stats to whether it's dark outside, the possible circumstances are limited mostly by the talent and imagination of the builder.&lt;br /&gt;
&lt;br /&gt;
Legend's acts are also capable of multitasking (both pre-emptive and cooperative) and every mob has its own event queue. Blocks of act code can be inherited across multiple mobiles, allowing generic behaviors for types of creatures or for the populace of a given city.&lt;br /&gt;
&lt;br /&gt;
Acts are written in the area file, right with each room or mobile, unlike stock Merc MobProgs which must go in a separate file. Since the language is powerful enough to severely mess up the server, we only load updates at mud reboots in order to prevent nasty things from happening. No recompilation of the server is necessary, though--just reboot and your new quest is ready for action.&lt;br /&gt;
&lt;br /&gt;
Examples of common uses of acts beyond the usual triggers for atmosphere are wide-ranging. In several areas you will find horses that are all the same mob but appear in a wide range of colors (and as stallions, mares, or geldings), are tame and follow their owners onto ships, and will obey simple orders. These are done purely in acts.&lt;br /&gt;
&lt;br /&gt;
== Quests and Exploration XP ==&lt;br /&gt;
&lt;br /&gt;
''' Acts put to good use.'''&lt;br /&gt;
&lt;br /&gt;
Quests are a central part of the LegendMUD experience. They are all written entirely and exclusively in the mud acts language. This language permits us to construct difficult puzzles.&lt;br /&gt;
&lt;br /&gt;
On Legend quests grant experience points to those who complete them, and as there are literally dozens of them (a recent count tallied well over 60 of them, and more written all the time), this can be quite a substantial amount of XP. Quests are required to travel between different time periods on the mud.&lt;br /&gt;
&lt;br /&gt;
Typically, one finds quests on Legend by reading messages on the local boards, and listening carefully to what the mobiles have to say. Some are quite simple, and might only involve bringing a specific item to someone; others might ask you to help get a lovelorn couple married, resolve the problem of drought in a village, or at the most extreme end of difficulty, live out the entire stories of Beowulf and his monstrous enemies, or that of Aladdin and the magical lamp.&lt;br /&gt;
&lt;br /&gt;
None of these quests require any immortal intervention. They're entirely automated. Some do require certain levels of ability, or groups, to complete.&lt;br /&gt;
&lt;br /&gt;
Another way of gaining experience on LegendMUD is simply to explore. Certain locations on the mud will give you credit simply for finding them. The more you wander through our areas, the better.&lt;br /&gt;
&lt;br /&gt;
== Regeneration and Resets ==&lt;br /&gt;
&lt;br /&gt;
'''No more tick triggers and general area repops!'''&lt;br /&gt;
&lt;br /&gt;
LegendMUD tries to avoid two common pitfalls of muds with two small changes to the code. It's quite common on many muds to see players gathered outside certain areas anxiously awaiting 'repop,' when magically and all of a sudden the area is repopulated.&lt;br /&gt;
On Legend, however, every single mob and every single item can have its own reset set to any tick length whatsoever. This means that areas are rarely 'empty' and that new mobs appear gradually as you go, rather than all at once. A great increase in realism.&lt;br /&gt;
&lt;br /&gt;
On top of that, acts have the ability to load mobiles and items as well. If you kill all the cats and dogs in a region, don't be surprised to find a dearth of kittens and puppies later--the younger versions aren't in resets at all, but rather are created by the older versions. And the kittens and puppies might also grow up as they age! Some mobiles hunt for their food as well.&lt;br /&gt;
&lt;br /&gt;
It is not only mobiles who have a different regeneration scheme. On Legend, the triggers for sleeping over the tick for max hp are useless. Instead of granting regeneration to players at the tick based on their current position, Legend does it based on their activity over the whole past tick. Those who sleep more are commensurately rewarded--those who take a quick nap when the tick comes find that they might as well have stayed awake.&lt;br /&gt;
&lt;br /&gt;
== The Fight System ==&lt;br /&gt;
&lt;br /&gt;
'''No more rounds, plus a detailed proficiency system.'''&lt;br /&gt;
&lt;br /&gt;
LegendMUD doesn't use rounds. It might LOOK like we use rounds, for when you're in combat, everyone gets messages in clumps. But internally, Legend uses a free-flowing roundless combat where every combatant has their own delay between attacks. This leads to a complex yet easily learned combat system based on fight pulses.&lt;br /&gt;
&lt;br /&gt;
Under this system, those who specialize in a type of weaponscraft are rewarded. There are [[Proficiences|proficiences]] in swordsmanship, arms training, and fencing, and each proficiency offers several levels. The further you advance in your chosen specialty, the faster you will attack. This results in a very gradual shift in your attack speed. Since internally rounds are simply regular intervals at which combat progress is reported, you may, depending on your delay between blows, find yourself attacking once in one round and twice in the next, slowly building up to the maximum possible nine attacks per round.&lt;br /&gt;
&lt;br /&gt;
Every weapon on Legend also has a quality rating. You'll find it a lot easier to attack quickly with a finely balanced Damascus steel longsword than with a clumsy, poorly weighted bronze sword. And a magical blade like Hrunting, passed down in thane Hrothgar's family for generations, and given to Beowulf as a reward for killing Grendel--well, that's likely to be better yet.&lt;br /&gt;
&lt;br /&gt;
Natural aptitude counts for something too. The heavier the weapon, the harder it is to attack quickly with it. But a weapon heavy to some is light to others, and so a player's stats affect which choice of proficiency will serve them best--if one's talent is in the dexterous discipline of fencing, one will simply do much poorer when picking up a club, which most of all requires stamina.&lt;br /&gt;
&lt;br /&gt;
One final observation about this fight system--there is also a whole proficiency set for missile weapons where it is not speed but rather accuracy that makes the day. Look under Fun stuff for a discussion of Legend's missile weapons system.&lt;br /&gt;
&lt;br /&gt;
== Customizable Interface ==&lt;br /&gt;
&lt;br /&gt;
'''Hey--you're going to live on this mud. You may as well be able to make it comfortable!'''&lt;br /&gt;
&lt;br /&gt;
LegendMUD supports color--you can select between ANSI color for an ANSI capable terminal, AVATAR color if you have access to something that supports it, or choose to simply have the raw color codes sent to you for interpretation by your client or terminal software.&lt;br /&gt;
&lt;br /&gt;
Color is used in dozens of places in the mud, enough places in fact that there are a couple dozen color registers, any of which you can set to any ANSI color you like. You can customize the color of room titles, descriptions and contents, exits, tells, channel names, the person using the channel, and the channel message, socials/emotes, fight messages, and even track your health status in your prompt by having your hp, move and mana change colors by stages as they decrease and increase. HELP COLOR on the mud has a more detailed explanation of how to customize these.&lt;br /&gt;
&lt;br /&gt;
You can also simply enter '''COLOR SET CHANNEL GREEN''' and it will automatically configure those registers in shades of green for you. You can choose between shades of black, red, green, cyan, blue, white, yellow and purple. And you can always restore all of the mud's default color settings with '''COLOR SET DEFAULT'''.&lt;br /&gt;
&lt;br /&gt;
But color is just the tip of the iceberg for customizability on Legend. Do you want a verbose score display or one neatly presented on a nice scroll? Do you want to see every single bit of the action as you fight, or are you accustomed to terse messages like the ones offered on other muds? Do you like knowing about new mail when you login, or not? What do you feel should be in your prompt? A whole host of options allows you to customize many aspects of Legend's interface to your tastes.&lt;/div&gt;</summary>
		<author><name>Lirra</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Internal_Mechanics&amp;diff=357</id>
		<title>Internal Mechanics</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Internal_Mechanics&amp;diff=357"/>
		<updated>2019-09-08T11:09:12Z</updated>

		<summary type="html">&lt;p&gt;Lirra: Created page with &amp;quot;&amp;lt;i&amp;gt;If you would Learn aught of the Secrets of Alchemy that did lead to such Wonders, you have come to the Proper Place...&amp;lt;/i&amp;gt;  Much of the invisible stuff that keeps the mud r...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;If you would Learn aught of the Secrets of Alchemy that did lead to such Wonders, you have come to the Proper Place...&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Much of the invisible stuff that keeps the mud running has been redone on Legend. Perhaps the principal change is the acts system coded by Sadist, which permits highly interactive mobs and rooms, enabling the detail that is the trademark of LegendMUD. Since many people have logged on in the past to ask questions like, &amp;quot;are your scripts pre-emptive or cooperative multitasking?&amp;quot; here's a little explanation of some of the things done to the server to enhance gameplay.&lt;br /&gt;
&lt;br /&gt;
== The Acts System ==&lt;br /&gt;
&lt;br /&gt;
'''An easy to learn and very powerful script system for mobiles and rooms.'''&lt;br /&gt;
&lt;br /&gt;
The acts system on Legend is what makes much of the rest of the mud possible. It is a fairly simple mud language that is easy to learn yet quite powerful. As an example of its capabilities--Legend uses NO C special procedures at all. Instead, any mobile and any room may have the ability to use acts.&lt;br /&gt;
&lt;br /&gt;
What can it do? Well, acts can be used for simple trigger actions, of course, as in when a mob says something to you when you walk into the room. They can also respond to virtually any action that can be performed on the mud. On top of that they have the capability to perform random actions, actions at specific times (such as an hour of the day, upon death or upon creation, etc), and to call fully recursive procedures. Mobiles and rooms can also give each other instructions for complex performances and actions.&lt;br /&gt;
&lt;br /&gt;
Mobs using acts have the ability to use any normal player command on the mud, plus they have a large array of mobile-only commands, ranging from the simply cosmetic (echoing and directed emotes) to the immortal (transparent teleportation) to the truly powerful ones that alter the database. Since rooms and mobs can fully interact, it permits things like area maps that change on the fly depending on any number of possible circumstances, alteration of player stats or mob stats, and so on. Since creators may also create and assign internal flags in their area files, not to mention check many possible factors ranging from stats to whether it's dark outside, the possible circumstances are limited mostly by the talent and imagination of the builder.&lt;br /&gt;
&lt;br /&gt;
Legend's acts are also capable of multitasking (both pre-emptive and cooperative) and every mob has its own event queue. Blocks of act code can be inherited across multiple mobiles, allowing generic behaviors for types of creatures or for the populace of a given city.&lt;br /&gt;
&lt;br /&gt;
Acts are written in the area file, right with each room or mobile, unlike stock Merc MobProgs which must go in a separate file. Since the language is powerful enough to severely mess up the server, we only load updates at mud reboots in order to prevent nasty things from happening. No recompilation of the server is necessary, though--just reboot and your new quest is ready for action.&lt;br /&gt;
&lt;br /&gt;
Examples of common uses of acts beyond the usual triggers for atmosphere are wide-ranging. In several areas you will find horses that are all the same mob but appear in a wide range of colors (and as stallions, mares, or geldings), are tame and follow their owners onto ships, and will obey simple orders. These are done purely in acts.&lt;br /&gt;
&lt;br /&gt;
== Quests and Exploration XP ==&lt;br /&gt;
&lt;br /&gt;
''' Acts put to good use.'''&lt;br /&gt;
&lt;br /&gt;
Quests are a central part of the LegendMUD experience. They are all written entirely and exclusively in the mud acts language. This language permits us to construct difficult puzzles.&lt;br /&gt;
&lt;br /&gt;
On Legend quests grant experience points to those who complete them, and as there are literally dozens of them (a recent count tallied well over 60 of them, and more written all the time), this can be quite a substantial amount of XP. Quests are required to travel between different time periods on the mud.&lt;br /&gt;
&lt;br /&gt;
Typically, one finds quests on Legend by reading messages on the local boards, and listening carefully to what the mobiles have to say. Some are quite simple, and might only involve bringing a specific item to someone; others might ask you to help get a lovelorn couple married, resolve the problem of drought in a village, or at the most extreme end of difficulty, live out the entire stories of Beowulf and his monstrous enemies, or that of Aladdin and the magical lamp.&lt;br /&gt;
&lt;br /&gt;
None of these quests require any immortal intervention. They're entirely automated. Some do require certain levels of ability, or groups, to complete.&lt;br /&gt;
&lt;br /&gt;
Another way of gaining experience on LegendMUD is simply to explore. Certain locations on the mud will give you credit simply for finding them. The more you wander through our areas, the better.&lt;br /&gt;
&lt;br /&gt;
== Regeneration and Resets ==&lt;br /&gt;
&lt;br /&gt;
'''No more tick triggers and general area repops!'''&lt;br /&gt;
&lt;br /&gt;
LegendMUD tries to avoid two common pitfalls of muds with two small changes to the code. It's quite common on many muds to see players gathered outside certain areas anxiously awaiting 'repop,' when magically and all of a sudden the area is repopulated.&lt;br /&gt;
On Legend, however, every single mob and every single item can have its own reset set to any tick length whatsoever. This means that areas are rarely 'empty' and that new mobs appear gradually as you go, rather than all at once. A great increase in realism.&lt;br /&gt;
&lt;br /&gt;
On top of that, acts have the ability to load mobiles and items as well. If you kill all the cats and dogs in a region, don't be surprised to find a dearth of kittens and puppies later--the younger versions aren't in resets at all, but rather are created by the older versions. And the kittens and puppies might also grow up as they age! Some mobiles hunt for their food as well.&lt;br /&gt;
&lt;br /&gt;
It is not only mobiles who have a different regeneration scheme. On Legend, the triggers for sleeping over the tick for max hp are useless. Instead of granting regeneration to players at the tick based on their current position, Legend does it based on their activity over the whole past tick. Those who sleep more are commensurately rewarded--those who take a quick nap when the tick comes find that they might as well have stayed awake.&lt;br /&gt;
&lt;br /&gt;
== The Fight System ==&lt;br /&gt;
&lt;br /&gt;
'''No more rounds, plus a detailed proficiency system.'''&lt;br /&gt;
&lt;br /&gt;
LegendMUD doesn't use rounds. It might LOOK like we use rounds, for when you're in combat, everyone gets messages in clumps. But internally, Legend uses a free-flowing roundless combat where every combatant has their own delay between attacks. This leads to a complex yet easily learned combat system based on fight pulses.&lt;br /&gt;
&lt;br /&gt;
Under this system, those who specialize in a type of weaponscraft are rewarded. There are proficiences in swordsmanship, arms training, and fencing, and each proficiency offers several levels. The further you advance in your chosen specialty, the faster you will attack. This results in a very gradual shift in your attack speed. Since internally rounds are simply regular intervals at which combat progress is reported, you may, depending on your delay between blows, find yourself attacking once in one round and twice in the next, slowly building up to the maximum possible nine attacks per round.&lt;br /&gt;
&lt;br /&gt;
Every weapon on Legend also has a quality rating. You'll find it a lot easier to attack quickly with a finely balanced Damascus steel longsword than with a clumsy, poorly weighted bronze sword. And a magical blade like Hrunting, passed down in thane Hrothgar's family for generations, and given to Beowulf as a reward for killing Grendel--well, that's likely to be better yet.&lt;br /&gt;
&lt;br /&gt;
Natural aptitude counts for something too. The heavier the weapon, the harder it is to attack quickly with it. But a weapon heavy to some is light to others, and so a player's stats affect which choice of proficiency will serve them best--if one's talent is in the dexterous discipline of fencing, one will simply do much poorer when picking up a club, which most of all requires stamina.&lt;br /&gt;
&lt;br /&gt;
One final observation about this fight system--there is also a whole proficiency set for missile weapons where it is not speed but rather accuracy that makes the day. Look under Fun stuff for a discussion of Legend's missile weapons system.&lt;br /&gt;
&lt;br /&gt;
== Customizable Interface ==&lt;br /&gt;
&lt;br /&gt;
'''Hey--you're going to live on this mud. You may as well be able to make it comfortable!'''&lt;br /&gt;
&lt;br /&gt;
LegendMUD supports color--you can select between ANSI color for an ANSI capable terminal, AVATAR color if you have access to something that supports it, or choose to simply have the raw color codes sent to you for interpretation by your client or terminal software.&lt;br /&gt;
&lt;br /&gt;
Color is used in dozens of places in the mud, enough places in fact that there are a couple dozen color registers, any of which you can set to any ANSI color you like. You can customize the color of room titles, descriptions and contents, exits, tells, channel names, the person using the channel, and the channel message, socials/emotes, fight messages, and even track your health status in your prompt by having your hp, move and mana change colors by stages as they decrease and increase. HELP COLOR on the mud has a more detailed explanation of how to customize these.&lt;br /&gt;
&lt;br /&gt;
You can also simply enter '''COLOR SET CHANNEL GREEN''' and it will automatically configure those registers in shades of green for you. You can choose between shades of black, red, green, cyan, blue, white, yellow and purple. And you can always restore all of the mud's default color settings with '''COLOR SET DEFAULT'''.&lt;br /&gt;
&lt;br /&gt;
But color is just the tip of the iceberg for customizability on Legend. Do you want a verbose score display or one neatly presented on a nice scroll? Do you want to see every single bit of the action as you fight, or are you accustomed to terse messages like the ones offered on other muds? Do you like knowing about new mail when you login, or not? What do you feel should be in your prompt? A whole host of options allows you to customize many aspects of Legend's interface to your tastes.&lt;/div&gt;</summary>
		<author><name>Lirra</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Arabian_Nights&amp;diff=351</id>
		<title>Arabian Nights</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Arabian_Nights&amp;diff=351"/>
		<updated>2019-08-01T18:21:10Z</updated>

		<summary type="html">&lt;p&gt;Lirra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Disney Studios and countless publishers have rejuvenated the classic tales of The Arabian Nights, originally translated into English by Sir Richard Burton. Considered risque and quite shocking in the original translation, watered down children's versions are now today's retelling of these rich and fabulous tales. Based on ancient Chinese and Persian legends, Burton wove many of the stories into one book, 1001 Arabian Nights.&lt;br /&gt;
The basic plot centers around Scheherazade, the vizier's daughter who agrees to marry the Sultan, who up until then has decided to marry a new wife each day and have her strangled at dawn. Scheherazade manages to captivate him with tales about Sinbad the Sailor, Ali Baba and the forty thieves, and Aladdin and his magic lamp. The tales are fraught with magic and mystique.&lt;br /&gt;
&lt;br /&gt;
While knowledge of these stories is not essential for this area, they may aid you. The current tales brought to life here are Aladdin and the lamp and Ali Baba and the Forty Thieves. Sinbad the Sailor is also within the game, sometimes asking for help. Agrabah has a strong tradition in the magical arts, as well as thievery. The technology level is rather low.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.wollamshram.ca/1001/Vol_1/vol1.htm '''The Arabian Nights'''], as translated by Richard Burton.&lt;br /&gt;
* [https://eliterature.org/2006/08/1001-nights-cast-a-durational-performance/ '''The Arabian Nights'''], as presented by the Electronic Literature Foundation.&lt;br /&gt;
* [http://www.gutenberg.org/ebooks/128 '''The Arabian Nights Entertainments'''], selected and edited by Andrew Lang&lt;br /&gt;
* [https://www.metmuseum.org/toah/hd/bath/hd_bath.htm '''Baths and the Bathing Culture in the Middle East: The Mammam''']&lt;/div&gt;</summary>
		<author><name>Lirra</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Arabian_Nights&amp;diff=350</id>
		<title>Arabian Nights</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Arabian_Nights&amp;diff=350"/>
		<updated>2019-08-01T18:18:00Z</updated>

		<summary type="html">&lt;p&gt;Lirra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Disney Studios and countless publishers have rejuvenated the classic tales of The Arabian Nights, originally translated into English by Sir Richard Burton. Considered risque and quite shocking in the original translation, watered down children's versions are now today's retelling of these rich and fabulous tales. Based on ancient Chinese and Persian legends, Burton wove many of the stories into one book, 1001 Arabian Nights.&lt;br /&gt;
The basic plot centers around Scheherazade, the vizier's daughter who agrees to marry the Sultan, who up until then has decided to marry a new wife each day and have her strangled at dawn. Scheherazade manages to captivate him with tales about Sinbad the Sailor, Ali Baba and the forty thieves, and Aladdin and his magic lamp. The tales are fraught with magic and mystique.&lt;br /&gt;
&lt;br /&gt;
While knowledge of these stories is not essential for this area, they may aid you. The current tales brought to life here are Aladdin and the lamp and Ali Baba and the Forty Thieves. Sinbad the Sailor is also within the game, and sometimes asks for help. Agrabah has a strong tradition in the magical arts, as well as thievery. The technology level is rather low.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.wollamshram.ca/1001/Vol_1/vol1.htm '''The Arabian Nights'''], as translated by Richard Burton.&lt;br /&gt;
* [https://eliterature.org/2006/08/1001-nights-cast-a-durational-performance/ '''The Arabian Nights'''], as presented by the Electronic Literature Foundation.&lt;br /&gt;
* [http://www.gutenberg.org/ebooks/128 '''The Arabian Nights Entertainments'''], selected and edited by Andrew Lang&lt;br /&gt;
* [https://www.metmuseum.org/toah/hd/bath/hd_bath.htm '''Baths and the Bathing Culture in the Middle East: The Mammam''']&lt;/div&gt;</summary>
		<author><name>Lirra</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Arabian_Nights&amp;diff=349</id>
		<title>Arabian Nights</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Arabian_Nights&amp;diff=349"/>
		<updated>2019-08-01T18:17:46Z</updated>

		<summary type="html">&lt;p&gt;Lirra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= '''Arabian Nights''' =&lt;br /&gt;
&lt;br /&gt;
Disney Studios and countless publishers have rejuvenated the classic tales of The Arabian Nights, originally translated into English by Sir Richard Burton. Considered risque and quite shocking in the original translation, watered down children's versions are now today's retelling of these rich and fabulous tales. Based on ancient Chinese and Persian legends, Burton wove many of the stories into one book, 1001 Arabian Nights.&lt;br /&gt;
The basic plot centers around Scheherazade, the vizier's daughter who agrees to marry the Sultan, who up until then has decided to marry a new wife each day and have her strangled at dawn. Scheherazade manages to captivate him with tales about Sinbad the Sailor, Ali Baba and the forty thieves, and Aladdin and his magic lamp. The tales are fraught with magic and mystique.&lt;br /&gt;
&lt;br /&gt;
While knowledge of these stories is not essential for this area, they may aid you. The current tales brought to life here are Aladdin and the lamp and Ali Baba and the Forty Thieves. Sinbad the Sailor is also within the game, and sometimes asks for help. Agrabah has a strong tradition in the magical arts, as well as thievery. The technology level is rather low.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.wollamshram.ca/1001/Vol_1/vol1.htm '''The Arabian Nights'''], as translated by Richard Burton.&lt;br /&gt;
* [https://eliterature.org/2006/08/1001-nights-cast-a-durational-performance/ '''The Arabian Nights'''], as presented by the Electronic Literature Foundation.&lt;br /&gt;
* [http://www.gutenberg.org/ebooks/128 '''The Arabian Nights Entertainments'''], selected and edited by Andrew Lang&lt;br /&gt;
* [https://www.metmuseum.org/toah/hd/bath/hd_bath.htm '''Baths and the Bathing Culture in the Middle East: The Mammam''']&lt;/div&gt;</summary>
		<author><name>Lirra</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Arabian_Nights&amp;diff=348</id>
		<title>Arabian Nights</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Arabian_Nights&amp;diff=348"/>
		<updated>2019-08-01T18:17:25Z</updated>

		<summary type="html">&lt;p&gt;Lirra: Transferring original Arabian Nights page, with updated links.Fixed typos.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= '''Arabian Nights''' =&lt;br /&gt;
&lt;br /&gt;
Disney Studios and countless publishers have rejuvenated the classic tales of The Arabian Nights, originally translated into English by Sir Richard Burton. Considered risque and quite shocking in the original translation, watered down children's versions are now today's retelling of these rich and fabulous tales. Based on ancient Chinese and Persian legends, Burton wove many of the stories into one book, 1001 Arabian Nights.&lt;br /&gt;
The basic plot centers around Scheherazade, the vizier's daughter who agrees to marry the Sultan, who up until then has decided to marry a new wife each day and have her strangled at dawn. Scheherazade manages to captivate him with tales about Sinbad the Sailor, Ali Baba and the forty thieves, and Aladdin and his magic lamp. The tales are fraught with magic and mystique.&lt;br /&gt;
&lt;br /&gt;
While knowledge of these stories is not essential for this area, they may aid you. The current tales brought to life here are Aladdin and the lamp and Ali Baba and the Forty Thieves. Sinbad the Sailor is also within the game, and sometimes asks for help. Agrabah has a strong tradition in the magical arts, as well as thievery. The technology level is rather low.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.wollamshram.ca/1001/Vol_1/vol1.htm '''The Arabian Nights'''], as translated by Richard Burton.&lt;br /&gt;
* [https://eliterature.org/2006/08/1001-nights-cast-a-durational-performance/ '''The Arabian Nights'''], as presented by the Electronic Literature Foundation.&lt;br /&gt;
* [http://www.gutenberg.org/ebooks/128 '''The Arabian Nights Entertainments'''], selected and edited by Andrew Lang&lt;br /&gt;
* [https://www.metmuseum.org/toah/hd/bath/hd_bath.htm '''Baths and the Bathing Culture in the Middle East: The Mammam''']&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lirra</name></author>
	</entry>
</feed>