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102 lines
3.9 KiB
Text
102 lines
3.9 KiB
Text
Merc Release 2.1
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Sunday 01 August 1993
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Furey mec@shell.portal.com
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Hatchet hatchet@uclink.berkeley.edu
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Kahn michael@uclink.berkeley.edu
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=== Security Features
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The 'log' command logs any character; it's meant for test characters as well as
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trouble-making players. Many immortal commands are logged automatically; this
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is done by setting the LOG_ALWAYS attribute in interp.c. LOG_NEVER is also
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available for commands which are never logged (specifically 'password').
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'Log all' logs ALL commands executed by the server.
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The 'deny' command can be used to set a character's PLR_DENY bit.
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To remove this, the player must be loaded up (loadup), and the deny bit
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removed with the 'mset' command.
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You can also 'deny' a player off-line by editing his or her player file and
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adding in the PLR_DENY bit (1048576) to their 'AffectedBy' bits.
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The 'ban' command can be used to ban sites or domains.
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Bans persist across reboots.
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The 'startup' script automatically saves log files in the the directory ../log
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(i.e. a 'log' directory which is a sibling of the current directory). You
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should check your log files from time to time.
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The 'snoop' command can be used multiple times to snoop multiple characters at
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once.
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Immortals with 'invis' set can freely goto rooms, walk around, and follow
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characters without being noticed.
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The server is protected against input spamming.
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=== Game Balance Features
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There are level limits on grouping.
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Objects have level restrictions on their use.
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There are limits on saved items. Keys do not save. Items which are higher
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level than the character are not saved. This protects against storage
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characters.
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If you do need to confiscate equipment, just fire up your favorite editor and
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edit the player files.
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Many commands, such as 'backstab', 'pick lock', and 'steal', have wait states
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and level limits on them. This protects against low-level thieves plundering
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the game.
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There are very few ways to leave combat. Breaking link will invoke attempts
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to auto-recall, but with a low chance of success. 'Summon' may not be used
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on a character in combat. 'Recall' has less chance of succeeding than fleeing.
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In summary, the best way out of combat is fleeing.
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Offensive spells start combat -- no free attempts at 'sleep', 'dispel magic',
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or other such spells. Offensive spells may not be cast on other players.
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The 'summon' spell will not always summon a character into a different area.
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The 'tick' interval, as well as other game intervals such as the zone reset
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interval, have random variation.
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Aggressive mobiles check for aggression on every game pulse. Thus it is not
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possible to 'run past' aggressive mobiles.
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It is not possible to leave the game without an auto-save being done (e.g.
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by breaking link). The game auto-saves players on death, and it auto-saves
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players periodically.
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The 'R' reset command may be used to scramble room exits on area reset, so that
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players have to map a maze each time they enter.
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Players may loot only their own corpses or their own groups' corpses. Other
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corpse looting is punished with a PLR_THIEF flag.
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=== Integrity Features
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Merc compiles with no errors and no warnings, with 'gcc -Wall', on a large
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number of platforms. If the server crashes, and you've changed the code at
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all, it's likely to be YOUR code that's the problem.
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The server detects and reports most area-file errors that crash other muds,
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often including the area file name and line number. The server refuses to run
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with bad files. Thus if you import areas, and they're dirty, you'll have to
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clean them before you can use them.
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If you are running on a computer that supports the 'malloc_debug' library
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function, such as a Sun 4, you can turn on malloc debugging in comm.c. Merc
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is parsimonious of dynamically allocated memory, so that after area loading,
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very little memory allocation is done. Thus you can 'malloc_debug' without
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noticeable effect on performance.
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