Thu May 21 19:58:28 2009
[dead_souls]
Tigwyk@LP Heroes: Bunch of mud coder geeks, there are no colours. ;)
Thu May 21 20:10:27 2009
[dead_souls]
William@KingMud: if you want to have "something" inside of "" in the rooms lond desc what do you have to do to get it to work?
Thu May 21 20:11:28 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: that's slash. backslash is the other one.
Thu May 21 21:14:59 2009
[dead_souls]
William@KingMud: I am trying to install alpha I seem to be running into some problems
Thu May 21 21:15:48 2009
[dead_souls]
Cratylus@Dead Souls Dev: http://dead-souls.net/ds-inst-faq.html#9
Thu May 21 21:15:52 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Could you provide some more details?
Thu May 21 21:22:14 2009
[dead_souls]
William@KingMud: I am using genesis to host and I am gettting a permision denied. I also notice it says to just manually copy the "driver" to $MUDHOME/bin/ what is the file refered to as "driver" in this instruction?
Thu May 21 21:23:07 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: the fluffosX.XX/driver binary. But, the 'make install' command should do it for you.
Thu May 21 21:23:36 2009
[dead_souls]
Ideysus@shadowmudii: That actually puts dead souls above many OSes...
Thu May 21 21:24:18 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: currently they're just overwritten.
Thu May 21 21:24:35 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: (the lib files, i mean. your realms and domains aren't touched)
Thu May 21 21:24:44 2009
[dead_souls]
Ideysus@shadowmudii: (that was a random exclamation, I wasn't suggesting live upgrade or anything)
Thu May 21 21:25:26 2009
[dead_souls]
Ideysus@shadowmudii: Maybe keeping a crc32 of each file would be an idea?
Thu May 21 21:26:11 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Ideysus, rather md5. but that won't resolve the problem of local mods to lib files...
Thu May 21 21:26:28 2009
[dead_souls]
William@KingMud: will it really upgrade me fully to alpha or is it better to fresh install?
Thu May 21 21:26:36 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: William, you'd have to recompile the driver anyway. And it's not a very safe process.
Thu May 21 21:26:53 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Getting a fresh one would be better, methinks. Have you edited many of the lib files?
Thu May 21 21:27:21 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: If not, getting a fresh one and copying your areas/items over would be simpler.
Thu May 21 21:30:11 2009
[dead_souls]
William@KingMud: k first thing I get is this on ./configure ./configure: line 105: ulimit: open files: cannot modify limit: Operation not permitted
Thu May 21 21:30:43 2009
[dead_souls]
William@KingMud: I thought so then on make I get Fatal error: can't create /edit_source.o: Permission denied
Thu May 21 21:31:08 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: paths are broken somehow. it tried to compile in the root dir.
Thu May 21 21:31:48 2009
[dead_souls]
William@KingMud: right thats what I thought and I just downloaded and unziped
Thu May 21 21:31:51 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: try 'make distclean', then again './configure'...
Thu May 21 21:32:46 2009
[dead_souls]
William@KingMud: so then I note that in the instructions from http://dead-souls.net/ds-inst-faq.html#8 it states If the previous step fails, just manually copy the "driver" file into $MUDHOME/bin/
Thu May 21 21:33:08 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: but when make fails, the driver program isn't created at all.
Thu May 21 21:34:37 2009
[dead_souls]
William@KingMud: from reading the link just posted by crat http://dead-souls.net/ds-inst-faq.html#9 I note that people get conflict of permisoin denied when using genesismuds to host
Thu May 21 21:35:21 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: You get this because for some reason the target dir is set incorreectly, and it tries to write files in the system root, which users can't access.
Thu May 21 21:35:24 2009
[dead_souls]
William@KingMud: kk also now I have make distclean and ./configure again just now
Thu May 21 21:35:32 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: open the GNUmakefile in a text editor.
Thu May 21 21:35:52 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: at top there's a bunch of variables.
Thu May 21 21:37:44 2009
[dead_souls]
Cratylus@Dead Souls Dev: i dont understand. werent you able to install 2.8.4 ok on that server?
Thu May 21 21:40:54 2009
[dead_souls]
Cratylus@Dead Souls Dev: last time i saw something like this, it was because different people using different accounts were creating stuff in the same shell account
Thu May 21 21:41:19 2009
[dead_souls]
Cratylus@Dead Souls Dev: if your bro has a login name, and you have a login name, and bother have different uids, then you cant write into dirs he creates
Thu May 21 21:41:37 2009
[dead_souls]
Cratylus@Dead Souls Dev: which is what i think you're running into here
Thu May 21 21:42:17 2009
[dead_souls]
Cratylus@Dead Souls Dev: there are two people i deal with from your mud
Thu May 21 21:42:29 2009
[dead_souls]
Cratylus@Dead Souls Dev: permissions problems tend to be caused by people with different uids
Thu May 21 21:42:33 2009
[dead_souls]
William@KingMud: the diffrence between this one and 2.8 was that 2.8 didn't have enable_64=0 so I had to edit the cc variable in the make file
Fri May 22 00:51:19 2009
[dead_souls]
Tigwyk@LP Heroes: Crat, I'm impressed that living beings can pick up other living beings now, that's awesome.
Fri May 22 00:53:58 2009
[dead_souls]
Ideysus@shadowmudii: That is good. Muds should work like that (ours doesn't... :-( ). Livings in livings, rooms in objects, rooms in rooms, etc...
Fri May 22 00:56:14 2009
[dead_souls]
Tigwyk@LP Heroes: I agree, I feel like all only physics should limit what we can do. The problem being that physics is easy to code in, it's THE REST that's hard. ;)
Fri May 22 04:25:52 2009
[dead_souls]
Demitris@Consua: sorry for all the questions, but where abouts is the SetSpeakColor function?
Fri May 22 15:33:37 2009
[dead_souls]
Blood Wolf@The Lost Technology: once I go into modify here, how do I set the hidden exit?
Fri May 22 15:40:13 2009
[dead_souls]
Demitris@Consua: modify here obvious and enter the exits you want to show
Fri May 22 16:54:12 2009
[dead_souls]
Demitris@Consua: is there a way to retrieve another player's env->GetLong()?
Fri May 22 16:55:22 2009
[dead_souls]
Demitris@Consua: trying to grab the long description of another players room using an item
Fri May 22 16:57:36 2009
[dead_souls]
Lynx@shadowmudii: like environment(find_player(target))->query_long() or so
Fri May 22 16:58:03 2009
[dead_souls]
Lynx@shadowmudii: obviously target is a defined variable inside the function.
Fri May 22 17:01:44 2009
[dead_souls]
Cratylus@Dead Souls Dev: ->query_whatever() is old syntax, genereally not applicable to ds
Fri May 22 17:02:31 2009
[dead_souls]
Cratylus@Dead Souls Dev: with the exception of some old funs that didnt get switched over, things in ds are more often ->GetWhatever()
Fri May 22 17:04:21 2009
[dead_souls]
Cratylus@Dead Souls Dev: the long desc wont have everything the players in the room sees
Fri May 22 17:04:34 2009
[dead_souls]
Cratylus@Dead Souls Dev: a scrying command will need to handle some other stuff
Fri May 22 17:05:08 2009
[dead_souls]
Lynx@shadowmudii: some scries will see everything, some scries only show the short desc of the room, some show the long...you have a lot of options open to you on what you want to display
Fri May 22 17:05:27 2009
[dead_souls]
Lynx@shadowmudii: you could even make different levels of scrying if you wanted
Fri May 22 17:37:07 2009
[dead_souls]
William@KingMUD: does anyone know where there is an example of an item that just gives off light at all times?
Fri May 22 18:41:24 2009
[dead_souls]
William@KingMud: if someone it famialliar with the mudcofing resets could the please tell me the format and syntax it is using to set time frames?
Fri May 22 18:42:20 2009
[dead_souls]
William@KingMud: does anyone know what files mudconfig resets actually changes
Fri May 22 22:11:48 2009
[dead_souls]
William@KingMUD: I am trying to get an npc to cast a spell during combat I am using SetCombatAction(5, ({ "!cast missile"})); is this wrong?
Fri May 22 22:19:11 2009
[dead_souls]
William@KingMUD: It still doesn't see to cast. it's set as SetCombatAction(90, ({ "cast missile"}));
Sat May 23 06:45:06 2009
[dead_souls]
Kejope@Cookie Dough: Where could one download ds2.9a17? I can find a16 and a18 easily enough. http://dead-souls.net/code/alpha/old/readme.txt says to see http://lpmuds.net/files/deadsouls/old/, which does nothing but show the text, "Files in :."
Sat May 23 11:13:31 2009
[dead_souls]
Kejope@Cookie Dough: Woohoo! The authority is awake! So, does that mean that it isn't really findable? heh
Sat May 23 11:15:30 2009
[dead_souls]
Kejope@Cookie Dough: I don't really "need" it per se. But I like feeling like I have the "complete" collection. I am looking at the different changes between the versions and found a17 missing. I will not be actually using the a17. :)
Sat May 23 11:23:10 2009
[dead_souls]
Cratylus@Dead Souls Dev: not sure why the index isnt showing up
Sat May 23 11:23:19 2009
[dead_souls]
Cratylus@Dead Souls Dev: but you can access it all the same http://lpmuds.net/files/deadsouls/old/ds2.9a17.zip
Sat May 23 11:31:40 2009
[dead_souls]
Kejope@Cookie Dough: Cratylus, do you have someplace where you talk about the version number system you use in your upgrades.tgz file? I understand the concept of folding the newer versions back into older versions, but I see that, for example, 2.9a15 links back all the way to 2.8.5 instead of to 2.9a14, as I would have expected. I have spent some time trying to reconcile those links by comparing the RELEASE_NOTES in the different versions, as well as some of the timestamps on the files. I don't yet know what I am missing.
Sat May 23 11:34:45 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: from what I understand, there is 2.x.y . Even x is stable, odd x is development. When there is a major version bump it's simultaneous, so you jump from 2.x.y for stable and 2.x+1.y for dev you get +2 and +3.
Sat May 23 11:34:54 2009
[dead_souls]
Cratylus@Dead Souls Dev: if you found it, i forgot to erase it
Sat May 23 11:35:32 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: and, sometimes a dev version id declared a new stable, so it gets a next available stable number.
Sat May 23 11:35:35 2009
[dead_souls]
Kejope@Cookie Dough: Cool. I have done that twice now. :> I presumed (without researching) that it was some quick way of doing the live upgrades.
Sat May 23 11:37:13 2009
[dead_souls]
Cratylus@Dead Souls Dev: no, i just packaged up the upgrade dir to move it to another computer for
Sat May 23 11:37:52 2009
[dead_souls]
Kejope@Cookie Dough: The 2.8.4 version also caused me some confusion with the upgrades.tgz file, since that file had a link of 2.8.4 -> 2.8.5. :/
Sat May 23 11:38:07 2009
[dead_souls]
Cratylus@Dead Souls Dev: 2.8.5 and a15 are intermediate versions...all they upgrade is like 4 files to handle the next level bump
Sat May 23 11:38:18 2009
[dead_souls]
Cratylus@Dead Souls Dev: which is why they upgrade from the same dir
Sat May 23 11:38:40 2009
[dead_souls]
Cratylus@Dead Souls Dev: or rather why they did. don remmeber if they still do
Sat May 23 11:38:58 2009
[dead_souls]
Cratylus@Dead Souls Dev: but this stuff is really not worth thinking about
Sat May 23 11:39:06 2009
[dead_souls]
Cratylus@Dead Souls Dev: unless yer planning to take over ds support
Sat May 23 11:39:09 2009
[dead_souls]
Kejope@Cookie Dough: So, when you get through with the a16, a17, a18, etc series, do you think you will fold them back into something like 2.8.6?
Sat May 23 11:39:37 2009
[dead_souls]
Cratylus@Dead Souls Dev: the foldback was a (hopefully) on time thing
Sat May 23 11:41:42 2009
[dead_souls]
Kejope@Cookie Dough: I am only interested in the numbers because I like to see a *ahem* sane progression of version numbers. As I try to see the history of a program, it is frustrating to me to have to search through lots of files to find the "true version." I like to see the changes in different versions. It's a personal quirk.
Sat May 23 11:42:29 2009
[dead_souls]
Cratylus@Dead Souls Dev: i really didnt want to do that 2.8 2.9 merge
Sat May 23 11:42:43 2009
[dead_souls]
Cratylus@Dead Souls Dev: once i release a stable, i hate messing with it
Sat May 23 11:43:11 2009
[dead_souls]
Kejope@Cookie Dough: Sounds like you have a guilty conscience. No need for me to poke. :>
Sat May 23 11:43:21 2009
[dead_souls]
Cratylus@Dead Souls Dev: but the security fix was important and i was already so far into 2.9 that i figured i'd just release that as the next 2.8
Sat May 23 11:43:50 2009
[dead_souls]
Cratylus@Dead Souls Dev: i would have preferred a cleaner approach but i was pressed for time, and it was a serious security problem, as i recall
Sat May 23 11:51:54 2009
[dead_souls]
Kejope@Cookie Dough: Thank you, Raudhrskal. BTW, how do I pronounce your name? I have though something like "router, but with the d sound" plus "skal, like scald, but without the d." Did I get it right? :)
Sat May 23 12:07:20 2009
[dead_souls]
Kejope@Cookie Dough: Not terribly, but I do like to "think" the correct pronunciation (as preferred by you). :)
Sat May 23 12:08:21 2009
[dead_souls]
Kejope@Cookie Dough: I remember when I first learned that many Europeans thought I was "Keyope." That doesn't sound as nice to me. :>
Sat May 23 12:10:17 2009
[dead_souls]
Kejope@Cookie Dough: Your name seems German, but I can't find much on Google to compare with.
Sat May 23 12:11:17 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Real name or mudname? Cause, in both cases, FAIL.
Sat May 23 12:11:19 2009
[dead_souls]
Kejope@Cookie Dough: Is this you? :> http://www.myspace.com/raudhrskal
Sat May 23 12:11:41 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: i use it only on muds, and when i started google returned zero results.
Sat May 23 12:11:54 2009
[dead_souls]
Kejope@Cookie Dough: MUD name. I am not stalking you, just seeing your name one the channels. :P
Sat May 23 12:12:23 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: it was a handmade design... i wanted something that i could pronounce...
Sat May 23 12:12:49 2009
[dead_souls]
Kejope@Cookie Dough: Nice, which brings me back to my original question...
Sat May 23 12:13:18 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: and a year or so ago, Kali pointed me to some fantasy books being rather similar to LOTR... they had a dragon with this exact name in there ;(
Sat May 23 12:13:33 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: dammit, and i thought i once though of something original.
Sat May 23 12:14:03 2009
[dead_souls]
Kejope@Cookie Dough: Maybe you should get royalties from them.
Sat May 23 12:15:41 2009
[dead_souls]
Kejope@Cookie Dough: Isn't there a time machine or something in ds that could take care of trifles like that?
Sat May 23 12:16:39 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: well, in theory you could use a stargate to move in time... but you'd need to find a star going nova somewhere in the middle of the path.
Sat May 23 12:18:20 2009
[dead_souls]
Kejope@Cookie Dough: hehe Hadn't thought of that use for a stargate! Of course, I also haven't seen much of the t.v. series, so you could just LOOK creative on that idea. :P
Sat May 23 12:19:41 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Cool, seems they made an ASCII-friendly version of the IPA alphabet.
Sat May 23 12:20:05 2009
[dead_souls]
Kejope@Cookie Dough: I am going to have to look at the code for intermud. This "indent only the second wrapped line" bit is starting to get slightly annoying.
Sat May 23 12:20:52 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: sounds like a problem with your terminal width... mine is never indented.
Sat May 23 12:22:29 2009
[dead_souls]
Kejope@Cookie Dough: Hmm. OK, I see that my width is not correct at the moment, although it was a while ago. I guess ds prolly has no way to detect a window size change huh?
Sat May 23 12:23:24 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: it detects it perfectly, IF the client reports it as it should.
Sat May 23 12:24:31 2009
[dead_souls]
Kejope@Cookie Dough: Great. That sounds like tf gets the blame. :(
Sat May 23 12:25:52 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: are you running it inside a 'screen' session or sth?
Sat May 23 12:28:27 2009
[dead_souls]
Kejope@Cookie Dough: No screen at the moment. But, due to your narrowing down the issue as you did, I prolly need to test this issue before digging too much: I sometimes kick myself out from another computer (back and forth). Each computer has a different resolution, etc., but I don't quit tf. That bit sounds like a fair target for me to check (later).
Sat May 23 12:31:43 2009
[dead_souls]
Kejope@Cookie Dough: By "kick myself out," I mean that I login to my MUD again and kick myself out.
Sat May 23 12:44:29 2009
[dead_souls]
Kejope@Cookie Dough: It is a small child, riding a Power Wheels toy (backwards in a circle), but he keeps falling asleep at the wheel.
Sat May 23 21:37:05 2009
[dead_souls]
Raudhrskal@Dead Souls Dev . o O ( Most Stupid Mischan Ever... )
Sun May 24 01:54:18 2009
[dead_souls]
Zonbi@ZonbisTest: Where can I find info on making npcs respond to commands done in the room, or things said?
Sun May 24 16:34:59 2009
[dead_souls]
Zonbi@ZonbisTest: when I try 'string clss;', I get errors about reserved type name and syntax error on that line ._.
Sun May 24 16:35:32 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: 1. you're typing 'class' not 'clss'.
Sun May 24 16:35:51 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: 2. you're trying to declare a variable anywhere else then at top of the file or function.
Sun May 24 16:36:10 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: 3. You have another error in the code before that makes parser confused.
Sun May 24 16:44:42 2009
[dead_souls]
Zonbi@ZonbisTest: Hey, http://pastie.org/488137 doesn't give me any errors, but the NPC doesn't say anything or do anything when I 'say join' next to him
Sun May 24 16:45:27 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: you're player, you prolly speak common.
Sun May 24 16:46:01 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: other option it SetPolyglot(1); in the npc file.
Sun May 24 16:46:42 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: makes him understand all languages.
Sun May 24 17:04:37 2009
[dead_souls]
William@KingMUD: I would like to get the level of a player holding an item and use it to add to a number in a return
Sun May 24 17:06:05 2009
[dead_souls]
William@KingMUD: can't I call to the enviroemnt and make a call to the level I'm just not sure the syntax
Sun May 24 17:06:33 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: if(interactive(environment(this_object()))) { do whatever you want with environment(this_object())->GetLevel(); }
Sun May 24 17:06:45 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: interactive() tests if the env is a player.
Sun May 24 17:07:18 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: i'm sure there is an example or two somewhere in the standard domains.
Sun May 24 17:07:38 2009
[dead_souls]
William@KingMUD: I thought I saw one as well but couldn't find it again
Sun May 24 17:13:33 2009
[dead_souls]
William@KingMUD: ok at this link there is code for bonus stick http://lpmuds.net/forum/index.php?topic=712.0 on the return line I would like to have it return the players level as the value instead of returning 2 is the possible?
Sun May 24 17:14:24 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: yep, just change return 2; to return who->GetLevel();
Sun May 24 17:16:49 2009
[dead_souls]
Zonbi@ZonbisTest: If I havve in my verb just the rule 'STR', in my can's/do's, the STR will be supplied as a parameter?
Sun May 24 17:17:01 2009
[dead_souls]
William@KingMUD: If I want it to add 2 to the players level would the corect syntax be return 2+who->GetLevel(); or would I need some seperators?
Sun May 24 17:17:53 2009
[dead_souls]
Pragmatic@KingMUD: you want the gobj to double the level, or what, now?
Sun May 24 17:18:50 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: i'm not sure what you're trying to say... but for having the bonus being twice the level, just make it
Sun May 24 17:20:21 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: and i think you're right with that verb, Zonbi. checked the tutorial at frontpage of dead-souls.net?
Sun May 24 17:20:59 2009
[dead_souls]
Pragmatic@KingMUD: thanks for the help raud. you're seriously underpaid, lol.
Sun May 24 17:31:23 2009
[dead_souls]
Zonbi@ZonbisTest: I think I asked this before, but how would I create (like clone, or copy) an object, set some stuff on it (short, long, etc.) and then drop it in the room of the player?
Sun May 24 17:31:59 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: object thingy = new("/lib/std/item");
Sun May 24 17:33:13 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: all the SetXyz() funcs you use in create() are available thru the -> syntax.
Sun May 24 17:34:16 2009
[dead_souls]
Zonbi@ZonbisTest: Formats like "a sttring: %s" work everywhere, right? Like: thingy->SetLong("This is a %s", string) ?
Sun May 24 17:34:53 2009
[dead_souls]
Zonbi@ZonbisTest: Or do I have to use a concatinating function of some sort?
Sun May 24 17:36:03 2009
[dead_souls]
Cratylus@Dead Souls Dev: formats you find in working examples in the lib work
Sun May 24 17:38:20 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: you can't pass them to any func, but you can do SomeFunc(sprintf("%d whatever %s", var1, var2))
Sun May 24 17:38:54 2009
[dead_souls]
William@KingMUD: so on that item bonus stick if I wanted it to raise a players max health by holding it what would I need to do?
Sun May 24 17:38:56 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Or, of course, SomeFunc("a string" + stringvar + "Something Else")
Sun May 24 17:39:14 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Prolly add another bonus line in the init.
Sun May 24 17:39:27 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: but not sure if it can work for hp, maybe it's only for stats.
Sun May 24 17:48:22 2009
[dead_souls]
William@KingMUD: ok I read through the file what I want is the same item bonus stick when held to add 50 to the max HP of the character holding the item for as long as they are holding it. I tried adding env->SetPoints( ([ "HP" : 50 ]) ); but would I alos need to have the item inherit LIB_BONUS; ?
Sun May 24 17:52:52 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Honestly, i thought the stick is based on lib_bonus. But it isn't... and can't be.
Sun May 24 17:54:10 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Seems that there isn't such func like SetStatBonus for HP yet...
Sun May 24 18:00:23 2009
[dead_souls]
William@KingMUD: I dont seem to be able to find LIB_ITEM; shouldn't the file be at /lib/item.c?
Sun May 24 18:01:08 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: and yes, that hp bonus stuff would have to be added, prolly somewhere in body.c.
Sun May 24 18:01:37 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: the lib_bonus stuff works only for times bonuses, not when-carried ones.
Sun May 24 18:48:57 2009
[dead_souls]
William@KingMUD: where does the natural healing for player take place?
Sun May 24 18:56:31 2009
[dead_souls]
Trusty@Angelic Wars: you know what im tring to find what C file handles the login ascII art or login screen?
Sun May 24 18:57:05 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: file is /news/welcome , it's printed by the login object, /secure/lib/conenct.c
Sun May 24 18:57:28 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: You'll need to change the flag near the beginning of the latter to allow %^COLOR%^ codes in the welcome.
Sun May 24 19:13:23 2009
[dead_souls]
Pragmatic@KingMUD: is there a qcs command to make a mob aggro?
Sun May 24 19:14:13 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: will 'modify npcname encounter 1000' work?
Sun May 24 19:15:25 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: the number is the minimal value of charisma a player needs to have in order to not be attacked. 1000 seems safe ;)
Sun May 24 19:15:48 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Also, look at orcs at /domains/town/npc directory for more complex encounter function.
Sun May 24 19:16:18 2009
[dead_souls]
Pragmatic@KingMUD: I though the orcs had a ::CheckOrc commad or something
Sun May 24 19:16:40 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: yep, but it's called from SetEncounter.
Sun May 24 19:17:01 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: see the (: CheckOrc :) function reference?
Sun May 24 19:18:52 2009
[dead_souls]
Raudhrskal@Dead Souls Dev decides that it's a good moment to mention that Dead Souls Technical Support is totally free-of-charge community effort, always looking for volunteers.
Sun May 24 20:54:37 2009
[dead_souls]
William@KingMUD: is there a way to clone /object.c but have it appear in a players inventory?
Sun May 24 20:55:40 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: object whatever = new("/path/to/file");
Sun May 24 20:56:07 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: whatever->eventMove(this_player());
Sun May 24 20:56:18 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: whatever->eventMove(find_player("name"));
Sun May 24 22:34:17 2009
[dead_souls]
Zonbi@ZonbisTest: Is there a way for my item to grant a verb to the player, or would I have to make an actual verb? I want the player to be able to 'spin top' when a top is in their inventory.
Sun May 24 22:35:03 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: of course making a verb is a giid idea, but it take quite a bit of work.
Sun May 24 22:39:23 2009
[dead_souls]
Zonbi@ZonbisTest: 'add_action("spin", "spin")' and then in void spin(string args):'if args == "top"' would work?
Sun May 24 22:39:48 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: that a_a call should be put in init, you know that?
Sun May 24 22:41:50 2009
[dead_souls]
Zonbi@ZonbisTest: interactive(environment(this_object())) does that return some specific 'inventory' object, or a player if its in a players inventory? (So will environment(this_object()) work with interactive?)
Sun May 24 22:42:15 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: interactive() returns 1 if the object you put in is a player.
Sun May 24 22:42:42 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: environment(this_object()) is the thing this item is in. it may be a player, a room, or some container (box, bag)
Sun May 24 22:43:01 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: so, that checks if the item is in player's inventory.
Sun May 24 22:44:22 2009
[dead_souls]
Zonbi@ZonbisTest: And environment(this_objet()) (if held by a player) will return a player object?
Sun May 24 22:44:38 2009
[dead_souls]
Zonbi@ZonbisTest: Thus allowing 'environment(this_object())->GetName()' and such?
Mon May 25 01:52:25 2009
[dead_souls]
Pragmatic@KingMUD: hmm. how would I make an item autoload on every player that's created?
Mon May 25 01:55:09 2009
[dead_souls]
Cratylus@Dead Souls Dev: specifically under brand_spanking_new
Mon May 25 01:55:27 2009
[dead_souls]
Cratylus@Dead Souls Dev: note that breaking this file will prevent you from logging back in
Mon May 25 05:35:49 2009
[dead_souls]
William@KingMUD: more /save/soul.o it's not pretty but they are in there also take caution not to edit this file with out proper knowledge or you will wrek your feelings
Mon May 25 05:41:42 2009
[dead_souls]
Trusty@Angelic Wars: lol gonna make me do it the hard way aint cha
Mon May 25 06:36:56 2009
[dead_souls]
William@KingMUD: to replace a file you have backedup what is it?
Mon May 25 18:59:11 2009
[dead_souls]
Zonbi@ZonbisTest: How do you guys suggest implementing this idea: A wheel item, that can be 'rolled' in a direction. The wheel travels two rooms in the chosen direction (if possible) and any mobs it passes, follow it.
Mon May 25 19:00:07 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Well... item checks for existence of an exit in given direction. If there is one, it eventMove()s to the target room.
Mon May 25 19:00:19 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: (remember to test for closed doors etc.)
Mon May 25 19:00:59 2009
[dead_souls]
Zonbi@ZonbisTest: How would I do the 'follow'ing bit? Could I force a follow(eventForce("follow wheel")) would that be sufficient? Or does it get mad if you tell them to follow an item? Probably does...
Mon May 25 19:01:43 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: In every room, you do filter(all_inventory(environment(this_object())), (: $1 $$ living($1) :))->eventMoveLiving(target_room_ob);
Mon May 25 19:03:01 2009
[dead_souls]
Zonbi@ZonbisTest: So that grabs all the players in the room, and checks if they are living, then makes them move into the wheels room?
Mon May 25 19:03:20 2009
[dead_souls]
Zonbi@ZonbisTest: and forces them to move into the wheel-room?
Mon May 25 19:04:15 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: use interactive($1) for players or inherits(LIB_NPC, $1)...
Mon May 25 19:05:09 2009
[dead_souls]
Zonbi@ZonbisTest: So if I wanted just npcs, I'd replace living with inherits?
Mon May 25 19:36:51 2009
[dead_souls]
Zonbi@ZonbisTest: correct?: if (args == sprintf("wheel %s" "east"|"north"|"etc"))
Mon May 25 19:37:00 2009
[dead_souls]
Zonbi@ZonbisTest: Thats probably not, but is there some way to do that?
Mon May 25 19:41:01 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: if(sscanf("%s %s",what, where) == 2 && what != "wheel") { //where contains the name of the exit, even if it contains spaces... }
Mon May 25 19:58:37 2009
[dead_souls]
Newt@shadowmuddev doesn't suffer from insanity....he enjoys every minute of it!
Mon May 25 19:59:30 2009
[dead_souls]
Pragmatic@KingMUD: is there a qcs command to set a mob to block an exit?
Mon May 25 20:01:22 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: if modify npcname guard won't work, you'll need to add the line by hand.
Tue May 26 01:34:17 2009
[dead_souls]
Zonbi@ZonbisTest: How can I force my npc to sit in the chair thats in the room?
Tue May 26 01:55:15 2009
[dead_souls]
Zonbi@ZonbisTest: Hey, how does one use a switch statement? Is it the same as the C switch statement?
Tue May 26 01:56:06 2009
[dead_souls]
Kalinash@Fire and Ice: for example you can use strings and number ranges... case "foo":, case 1..5:
Tue May 26 02:01:36 2009
[dead_souls]
Zonbi@ZonbisTest: Is there a function to tell what room/direction an object is?
Tue May 26 02:01:58 2009
[dead_souls]
Zonbi@ZonbisTest: Like, I'd like to tell a mob to 'move <dirofobject> until you reach teh room with the <object>'
Tue May 26 02:02:01 2009
[dead_souls]
Kalinash@Fire and Ice: well, if you have othe object, you can use invironment()
Tue May 26 02:03:18 2009
[dead_souls]
Kalinash@Fire and Ice: i don't remember if DS has a SetWanderPath() type lfun or not... but if it does, you can put your monster on a cyclical path and whenever he moves to a new environment() check for the presense of the object
Tue May 26 02:03:38 2009
[dead_souls]
Zonbi@ZonbisTest: How do I get the current npc? Just this_object()? so, 'until environment(this_object()) == environment(followingobject) move in the direction of the object'?
Tue May 26 02:03:53 2009
[dead_souls]
Zonbi@ZonbisTest: I need him to move in one direction until he meets something
Tue May 26 02:04:07 2009
[dead_souls]
Zonbi@ZonbisTest: THink, a ball is rolled by and into anotehr room, and it sets the mob to following it
Tue May 26 02:04:16 2009
[dead_souls]
Zonbi@ZonbisTest: im putting an 'eventDistract' on the base npc
Tue May 26 02:04:49 2009
[dead_souls]
Kalinash@Fire and Ice: if the code is in the npc object, then this_object() is correct
Tue May 26 02:05:09 2009
[dead_souls]
Zonbi@ZonbisTest: So there isn't a 'another_object is this_direction from you?'
Tue May 26 02:05:13 2009
[dead_souls]
Zonbi@ZonbisTest: Or is there a way to check where an eit leads?
Tue May 26 02:05:55 2009
[dead_souls]
Kalinash@Fire and Ice: only if DS has it, but i don't know, have to wait for Crat to read this
Tue May 26 02:06:00 2009
[dead_souls]
Zonbi@ZonbisTest: Like, check all the exits and see which room the ball is in?
Tue May 26 02:07:35 2009
[dead_souls]
Zonbi@ZonbisTest: It goes in one direction, a certain number of rooms (dependent on skill)
Tue May 26 02:07:49 2009
[dead_souls]
Cratylus@Dead Souls Dev: just have the npc move in that direction til the ball is in its environment
Tue May 26 02:08:12 2009
[dead_souls]
Cratylus@Dead Souls Dev: put it in a heart beat or a call out or etc
Tue May 26 02:10:19 2009
[dead_souls]
Kalinash@Fire and Ice: you're more likely to want to do a switch on the keys() of the mapping, though
Tue May 26 02:10:55 2009
[dead_souls]
Kalinash@Fire and Ice: but crat is right... best way to learn is to just try it and see what happens
Tue May 26 02:12:11 2009
[dead_souls]
Ideysus@shadowmudii: It wouldn't make sense anyway, since 'case' works with constants and it makes no sense to have constant mappings
Tue May 26 08:28:03 2009
[dead_souls]
Demitris@Consua: how would I go about disabling add_actions for a specific player temporarily?
Tue May 26 08:42:56 2009
[dead_souls]
Demitris@Consua: also, how do I grab the name of the player holding an object?
Tue May 26 09:20:45 2009
[dead_souls]
Demitris@Consua: do you know how to grab the name of a player from an item's code?
Tue May 26 09:21:31 2009
[dead_souls]
Demitris@Consua: I need the name of the player holding the item
Tue May 26 10:13:38 2009
[dead_souls]
Demitris@Consua: this_player()->GetKeyName stops that heartbeat from working
Tue May 26 10:17:27 2009
[dead_souls]
Newt@shadowmuddev: you just using name for displaying something?
Tue May 26 10:23:44 2009
[dead_souls]
Demitris@Consua: i'm using this : "tell_player(this_player()->GetName(), "test")
Tue May 26 10:24:53 2009
[dead_souls]
Silenus@Dead Souls Dev: you need an object as a target not a string
Tue May 26 10:25:38 2009
[dead_souls]
Silenus@Dead Souls Dev: question 1) you can disable all add_actions by using an add_action string ""
Tue May 26 10:25:47 2009
[dead_souls]
Silenus@Dead Souls Dev: but i am not sure this will do what you want
Tue May 26 10:25:57 2009
[dead_souls]
Silenus@Dead Souls Dev: since alot of commands in ds go through the verb system
Tue May 26 10:26:04 2009
[dead_souls]
Demitris@Consua: I just wanted to stop a player from doing the action for another 10 seconds
Tue May 26 10:26:42 2009
[dead_souls]
Silenus@Dead Souls Dev: not sure what i remember about lpc these days
Tue May 26 10:27:35 2009
[dead_souls]
Silenus@Dead Souls Dev: hmm not sure if I remember how to do this....
Tue May 26 10:28:17 2009
[dead_souls]
Demitris@Consua: I suppose I could just use a counter in the heartbeat and change a flag
Tue May 26 10:29:08 2009
[dead_souls]
Silenus@Dead Souls Dev: the other way would be to use a call_olut
Tue May 26 10:29:51 2009
[dead_souls]
Silenus@Dead Souls Dev: you could also try using environment()
Tue May 26 10:30:09 2009
[dead_souls]
Silenus@Dead Souls Dev: since this_player() might not be the player holding the item.
Tue May 26 10:31:08 2009
[dead_souls]
Silenus@Dead Souls Dev: are you making this function inside the object?
Tue May 26 10:31:39 2009
[dead_souls]
Silenus@Dead Souls Dev: is it inside the player code or the item code?
Tue May 26 10:31:56 2009
[dead_souls]
Silenus@Dead Souls Dev: is the drum inside the player's inventory?
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