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Grouping in a Mud adds to the fun and social interaction, since you get company and help while exploring and hunting. In 4D several nice features have been added to the code to promote it. There are also a number of spells, especially designed for groups.
Grouping in 4D is unrestricted, meaning that you can group with whoever you choose, even sworn enemies of your Clan. If the differences in level between the group members is too large, it will however affect the way the experience points are spread within the group, to prevent blatant ‘power-levelling’.
- follow 'playername'
- leader 'playername'
- gsay, gtell
To make a group, a "leader" must be selected. All members of the group must then follow the leader, using the follow 'playername' command. The leader should NOT follow anyone at all!
To allow a player into your group you type group 'playername'. Group with no arguments shows the status of your group.
If somebody wants to leave a group they can type follow 'non-groupmember' or follow self.
The leader can drop somebody out of the group by using ungroup 'playername'.
Use leader 'groupmember' to change the leader of the group.
The toggle autogroup will let you automatically accept new group members.
The toggle autosplit makes you automatically split the gold from all killings, with the members of your group.
Use gsay 'message' or gtell 'message' to talk to all the members of your group, even if they're not in the same room.
With involve the groupleader determines how much chance a group member will have of actually hitting the target. After the final blow, the experience points will be divided among the group members. Those who damaged the target the most will get the most exp.
Usage: involve 'groupmember' 'amount' (Amount is in a percentage) involve (to find out the max percentage you can involve someone) involve even
You can set the involvement of a group member. The higher the involvement of someone, the higher the chance of landing a hit against the enemy. To see the involvement percentage of each group member type group. The group member starting the fight with the mob will most likely take most of the damage.
* Involve even will split the involvement between the whole group evenly.
Example: You have 3 people in your group. One of them newly joined and the involvement of the group members could look like this: Fred - involved 60% (leader), Bob - involved 40% and Alice - involved 0%.
If Fred wants to set Alice's involvement to 20% he would type: involve Alice 20. The above example will have changed to this then: Fred 40%, Bob 40 %, Alice 20%. Some percentage of the leader has been given to Alice.
If Fred would now decide to change Alice's involvement to 70% he doesn't have enough with his own percentage to give to Alice, so he'll have to take some of Bob's percentage too. So involve Bob 30 and involve Alice 70 will result in:
Fred 0%, Bob 30% and Alice 70%.
* PK within groups allows only groups that are compiled completely of PKers to fight each other (unless in arena).
PK groups can only start fights with other PK groups of similar size.
* Questing is normally best done alone, since Quest info in 4D should not be shared. It is however permitted for two players to quest together, if none of them have done the Quest before, or if both of them are in the same stage of the Quest.
There are also certain Group spells that will involve all members of a group. For some of these spells scrolls are available in the game. You can of course also use individual skills and spells to aid group members in trouble, for instance rescue, cure light, cure critic, heal, life transfer, mana transfer, sanctuary and different shield spells. More info about this under the link skills and spells.
Below is a description of he four Group specific spells:
- Group armor
- Group heal
- Group recall
- Group shield
Usage: cast 'group armor'
This spell grants each member of the casters group the spell armor, lowering their AC and so improving their defense.
* Group heal:
Usage: cast 'group heal'
This spell heals some of the hitpoints for everyone in the casters group.
* Group recall:
This spell instantly sends the caster and everyone in their group to recall.
* Group shield
Usage: cast 'group shield'
This spell grants everyone in the caster's group the spell shield, giving them better defense.