Tue May 26 10:32:13 2009
[dead_souls]
Silenus@Dead Souls Dev: then environment() should be ok. though depending this_player() should also work
Tue May 26 10:32:42 2009
[dead_souls]
Silenus@Dead Souls Dev: but tell_player( this_player(), "test")
Tue May 26 10:33:01 2009
[dead_souls]
Silenus@Dead Souls Dev: also since you need a pointer to the player object.
Tue May 26 10:35:37 2009
[dead_souls]
Demitris@Consua: ok I think it worked with : tell_player(environment(), "hi")
Tue May 26 10:36:00 2009
[dead_souls]
Silenus@Dead Souls Dev: but for environment() you need to make sure the environment() is the player
Tue May 26 10:36:20 2009
[dead_souls]
Silenus@Dead Souls Dev: and for this_player() you have to make sure the person initiating the action is the player holding the object.
Tue May 26 10:37:11 2009
[dead_souls]
Demitris@Consua: if(find_player(environment()) to check that it's a player?
Tue May 26 10:37:54 2009
[dead_souls]
Demitris@Consua: is there documentation for all of these functions?
Tue May 26 10:38:19 2009
[dead_souls]
Demitris@Consua: yeah and if it can't find it it will be null right?
Tue May 26 10:40:29 2009
[dead_souls]
Demitris@Consua: so how could I check a player's inventory for the drum?
Tue May 26 10:41:16 2009
[dead_souls]
Demitris@Consua: I just want to check that they have the drum in their inv when they "drum"
Tue May 26 10:42:02 2009
[dead_souls]
Silenus@Dead Souls Dev: you might try checking that the environment() is living
Tue May 26 10:42:49 2009
[dead_souls]
Silenus@Dead Souls Dev: or check this_player() == environment()
Tue May 26 10:45:41 2009
[dead_souls]
Demitris@Consua: I need it to send a message to the whole room
Tue May 26 10:46:25 2009
[dead_souls]
Silenus@Dead Souls Dev: well gotta go. but to get the room object you usually do environment( this_player() )
Tue May 26 15:14:29 2009
[dead_souls]
Demitris@Consua: how can I make an object undropable/giveable?
Tue May 26 15:17:35 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: hmm... there's no anti-give code...
Tue May 26 15:17:52 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: are you planning an invisible bonus object, or a cursed weapon, or what?
Tue May 26 15:18:15 2009
[dead_souls]
Demitris@Consua: well i've coded a drum that gives 25% bonus summoning for 10 heartbeats
Tue May 26 15:18:36 2009
[dead_souls]
Demitris@Consua: and I don't want people striking the drum, then giving it to someone before the 10 hearbeats has finished
Tue May 26 15:19:09 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: well, but the other person won't be able to use it before the hb ends enyway.
Tue May 26 15:19:23 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: or you're simulating continous beating?
Tue May 26 15:21:15 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: mkay. I guess that you could add a SetPreventGive() function and checks similarly to how it's done for PreventDrop and PreventSteal. it'd have to go into /lib/events/give.c , and you can start off reading PreventDrop in /lib/events/drop.c .
Tue May 26 15:21:38 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: That's definitely a thing that should be added to the lib, thx for mentioning it.
Tue May 26 15:22:34 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: (you'll need to update -r the drum file and reload -r the item in order to apply changes.)
Tue May 26 15:24:19 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: from reading the code it looked like it would, but only if the target person couldn't carry it.
Tue May 26 15:24:33 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: because overburdened npcs drop items.
Tue May 26 15:26:37 2009
[dead_souls]
Raudhrskal@Dead Souls Dev wonders if he'll ever learn to not make quick assumptions without checking.
Tue May 26 15:27:51 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: you may want to add SetPreventSteal(1) and SetPreventPut(1) anyway. Even if drop covers one or both of these too, it won't hurt ;)
Tue May 26 15:31:56 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Seems that PreventDrop is checked when trying to put too, you may want to test if you really need PreventPut in that case. Stealing IS separate for sure.
Tue May 26 15:47:56 2009
[dead_souls]
Demitris@Consua: ah ok, I think it would be nice to be able to split them up though
Tue May 26 15:56:57 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Not sure. dropping/giving/etc are similar in that player gets rid off the object.
Tue May 26 15:57:25 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Only use i could see would ba a cursed item that you can't drop/leave somewhere, onl pass it to somebody else.
Tue May 26 15:57:50 2009
[dead_souls]
Demitris@Consua: or stopping unique items from being wiped by room resets
Tue May 26 15:58:01 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: and that could be done by custom override in CanDrop / CanGive.
Tue May 26 15:58:14 2009
[dead_souls]
Demitris@Consua: well then I guess it's not really a problem then
Tue May 26 15:58:37 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: as long as item's left in there room won't get reset.
Tue May 26 15:59:08 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Some stuff is in /doc, some is on the forum... but as usual, where docs and code differ, code is right.
Tue May 26 15:59:50 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: DS documentation is pretty good, but not complete.
Tue May 26 17:50:16 2009
[dead_souls]
Eddard@Winterfall: hehehe ok, It's just yo means "Me" in spanish
Tue May 26 17:50:56 2009
[dead_souls]
Eddard@Winterfall: I am a noob admin, who want to translate to Spanish the DS mudlib
Tue May 26 17:51:18 2009
[dead_souls]
Eddard@Winterfall: Hard Job :P And I need to make an "direction alias" such "norte for north"
Tue May 26 17:51:58 2009
[dead_souls]
Eddard@Winterfall: And "Sur for South", as well as "o" for "w" ... do you know how can I do that?
Tue May 26 17:52:41 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: well, edit the movement commands, /lib/exits.c, /lib/nmsh.c, maybe /lib/std/room.c ...
Tue May 26 17:52:53 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: But you might want to learn some coding basics first.
Tue May 26 17:53:18 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: It's perfectly possible, there are more-or-less completely translated DS muds out there.
Tue May 26 17:53:44 2009
[dead_souls]
Eddard@Winterfall: I know it's possible, but its a hard job for only one person...
Tue May 26 17:54:16 2009
[dead_souls]
Eddard@Winterfall: Ok I will just see what can I do with that, thank you very much
Tue May 26 17:54:24 2009
[dead_souls]
Deklax@Evolution: Random question - I just upgraded to 2.9a19 and there is a map thing in my workroom, but not in the rooms I create... What is required to add rooms to the maps?
Tue May 26 17:54:26 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Anyway, search for 'north' in /lib/ and subdirs to change the default room directions, edit alias table in /lib/nmsh for the n -> north stuff, and edit the SetExits() mappings in already existing rooms.
Tue May 26 17:54:51 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Iirc you need a point of reference.
Tue May 26 17:55:07 2009
[dead_souls]
Eddard@Winterfall: the good news is, I have not created any room
Tue May 26 17:55:40 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: so, when you go through an exit from this room to another... and another... and finally one that's already on the map, the path will be computed and added to the grid.
Tue May 26 17:55:52 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: note, go by exit, not teleport/goto/etc.
Tue May 26 17:56:04 2009
[dead_souls]
Deklax@Evolution: ah ok so it all has to be entirely connected
Tue May 26 17:56:44 2009
[dead_souls]
Deklax@Evolution: ok that is fine just wasnt sure cause didnt see any extra code in the rooms
Tue May 26 17:56:49 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: it's a work in progress, and things change from time to time.
Tue May 26 17:57:43 2009
[dead_souls]
Eddard@Winterfall: I think just adding new aliases in nmsh will be enough, Thanks a lot!
Tue May 26 17:58:20 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: not that the table in /lib/nmsh is copied to the player savefile when it's created.
Tue May 26 17:58:41 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: existing playes will need to 'alias sur south' etc by hand.
Tue May 26 18:00:01 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: well, as i said, you can manipulate the table with alias and unalias commands.
Tue May 26 18:00:15 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: so, just add them to yourself manually.
Tue May 26 18:00:30 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: all new players will get what you set in nmsh
Tue May 26 18:01:36 2009
[dead_souls]
Eddard@Winterfall: Non-creators players will see all their aliases, including those, when they run "alias" cmd ?
Tue May 26 18:03:10 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: but see, exit can have any name. you're not limited to n/s/e/w etc. You can use translated names or whatever you want without any trouble.
Tue May 26 18:05:04 2009
[dead_souls]
Eddard@Winterfall: I have not seen the add_exit func here, but in other muds I could name it as I wanted.. like add_exit("west","realm\subrealm\room","trees");
Tue May 26 18:05:31 2009
[dead_souls]
Eddard@Winterfall: I supouse I will find something similar here hehehe
Tue May 26 18:06:41 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: read chapters 35 and 25 of your manual, in that order.
Tue May 26 18:07:11 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: if you lost it, get a copy from the chest in your workroom or clone /domains/default/obj/manual
Tue May 26 18:13:08 2009
[dead_souls]
Eddard@Winterfall: Noob question :$ how can I clone and move it to my inventory ?
Tue May 26 18:15:42 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: i should backquote the command as usual ;)
Tue May 26 20:19:57 2009
[dead_souls]
Rorix@Pains of Freedom: mkay... I mades some existing races playable and updated /daemon/races but nothing changed... obviously I'm taking the wrong approach but why?
Tue May 26 20:21:22 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: you can also do them on a race-by-race basis, removerace <name> ; addrace <name> ; repeat
Tue May 26 20:21:39 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Rorix, `removeraces` then `addraces`
Tue May 26 20:21:45 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: will import the .cfg files into daemon
Tue May 26 21:20:56 2009
[dead_souls]
Rorix@Pains of Freedom: hmm is the help file for orc an example of where to put more Mud specific race helpfiles?
Tue May 26 21:22:19 2009
[dead_souls]
Rorix@Pains of Freedom: been racking my brain for where the info for help <insert race I just added> comes from and there is no file.
Tue May 26 21:22:32 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: the stress on second syllable i understand... but why on the last too?
Tue May 26 21:22:56 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: if there's no helpfile, for a race,
Tue May 26 21:23:14 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: help system queries RACES_D for some statistics about it and prints them instead.
Tue May 26 21:24:07 2009
[dead_souls]
Newt@shadowmuddev: kinda like getting together for caramels. just arbitrary.
Tue May 26 21:24:29 2009
[dead_souls]
Rorix@Pains of Freedom: still gotta figure out the sensitivity for my underground races.
Tue May 26 21:25:25 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: some time ago the levels went from -100 to +100... i think it's ten times that now.
Tue May 26 21:26:00 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: for underground things like -80:20 might be good.
Tue May 26 21:27:30 2009
[dead_souls]
William@KingMUD: when I type ask <npc> to advance what handles making it send it to <npc>?
Tue May 26 21:28:17 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: hmmm... the ask verb, the eventAsk code in /lib/events and /lib/sentient...
Tue May 26 21:40:07 2009
[dead_souls]
William@KingMUD: if I wanted to be able to send an ask to an item what would i have to add to that item?
Tue May 26 21:41:16 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: well, you need ti reimplement the direct_ask and indirect_ask verb applies, and write your own eventAsk. Then put them all in your item or some file inherited by it.
Tue May 26 21:45:26 2009
[dead_souls]
Deklax@Evolution: need to read about verb system its complex but powerful
Tue May 26 21:46:21 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: That's a good description... add "obscure" "buggy" and "undocumented" and you have the image.
Tue May 26 22:06:04 2009
[dead_souls]
William@KingMUD: ok so for living it is LIV what is it for an item?
Tue May 26 22:10:43 2009
[dead_souls]
William@KingMUD: more /verbs/common/ask.c note SetRules("LIV STR", "STR", "LIV to STR", "LIV for STR", "LIV about STR"); what is it to define an object
Thu May 28 00:19:14 2009
[dead_souls]
William@KingMUD: if I have an item the inherit LIB_ITEM; and inherit LIB_SENTIENT; when I update the item I get a Too many global variables error any thougts?
Thu May 28 00:29:56 2009
[dead_souls]
Cratylus@Dead Souls Dev: recompile the driver after changing the max global vars
Thu May 28 00:30:12 2009
[dead_souls]
Cratylus@Dead Souls Dev: i blieve the alpha has that jacked up
Thu May 28 01:33:05 2009
[dead_souls]
William@KingMUD: version results in Driver: FluffOS v2.16-ds04 Library: Dead Souls 2.9a18 for unix
Thu May 28 01:33:49 2009
[dead_souls]
William@KingMUD: I'm not sure why it still reflects that but it's not correct
Thu May 28 02:02:54 2009
[dead_souls]
William@KingMUD: I have posted on the forum an item I am trying to make. If any of you get the time to give me some feed back that would be way cool. Thanks!! in advance. I am off to dinner but will be idle and will review and replies on here as well as the forum when I return.
Thu May 28 02:04:41 2009
[dead_souls]
William@KingMUD: btw crat any ideas on how I can get my info to update on mudlist would be appreciated I have no idea why it's not working.
Thu May 28 04:42:49 2009
[dead_souls]
William@KingMUD: I am trying to use this_object()->write("say Congratulations! "); with an item that is only inheriting LIB_ITEM; should this work or is there something I am missing?
Thu May 28 04:45:09 2009
[dead_souls]
Tigwyk@LP Heroes: write(); is used to send a message to the interactive object... or something like that.
Thu May 28 04:48:39 2009
[dead_souls]
Tahin@Kar Unol: If you want to make the object say "Congratulations!".
Thu May 28 05:03:38 2009
[dead_souls]
William@KingMUD: ok I dont want the item to say it I just want it to go to the player
Thu May 28 05:04:11 2009
[dead_souls]
William@KingMUD: I am trying to use write("\nsay Congratulations! n");
Thu May 28 05:04:51 2009
[dead_souls]
Tahin@Kar Unol: Then that would be correct. Just not this_object()->write()
Thu May 28 05:05:25 2009
[dead_souls]
William@KingMUD: I have it changed to the write("\nsay Congratulations! n"); but it still doesn't have the message?
Thu May 28 05:05:36 2009
[dead_souls]
Kalinash@Fire and Ice: write() is an efun, so you con't call_other it...
Thu May 28 05:05:59 2009
[dead_souls]
Kalinash@Fire and Ice: look up the message() efun... 'man message' it lets you specify a target object/objects
Thu May 28 05:06:40 2009
[dead_souls]
William@KingMUD: it was no more clarifying than the man write one
Thu May 28 05:06:55 2009
[dead_souls]
Kalinash@Fire and Ice: write() goes to the current object, not the current player
Thu May 28 05:07:20 2009
[dead_souls]
Kalinash@Fire and Ice: so do: message("say", "Congrats!\n", this_player());
Thu May 28 05:08:22 2009
[dead_souls]
Kalinash@Fire and Ice: assuming this is done during the execution of a command... otherwise you'll have to get the target object another way, like find_player() or environment(this_object()) (if the object is held by the player)
Thu May 28 05:09:23 2009
[dead_souls]
Kalinash@Fire and Ice: but write() sends the text to the current object which in your case isn't a player, it's a non-interactive object, so that write() is probably showing up on the console output :)
Thu May 28 05:09:40 2009
[dead_souls]
William@KingMUD: ok so I feel dumb I just had an old copy of the item
Thu May 28 05:10:13 2009
[dead_souls]
William@KingMUD: I forgot to dest and reclone but thank you for your input I am glad to learn how that works as well
Thu May 28 05:19:20 2009
[dead_souls]
William@KingMUD: ok I'm a little tired do you see a syntax error in this write("\nCongratulations! You are promoted to level "+desired_level+" and have earned the name "+this_player()->GetName()+""+advancement[desired_level]["title"]+"."\n);
Thu May 28 05:20:44 2009
[dead_souls]
Demitris@Consua: the error is that you put /n outside the last text part
Thu May 28 05:21:56 2009
[dead_souls]
William@KingMUD: have I mentioned how cool it is to have access to this community =)
Thu May 28 15:57:48 2009
[dead_souls]
Demitris@Consua: is there documentation on how spells work somewhere?
Thu May 28 16:09:55 2009
[dead_souls]
Detah@Dead Souls Dev: the short answer is no. but see /powers/spells/fireball.c, /verbs/players/cast.c and especially /daemon/spells.c
Thu May 28 16:14:39 2009
[dead_souls]
Demitris@Consua: I created a basic new spell that gave a small amount of hp to the target, so I copied the structure of fireball and just made SetDamage a negative value, then I saw the SPELL_HEALING spell type now i'm wondering what that's for
Thu May 28 16:17:40 2009
[dead_souls]
Detah@Dead Souls Dev: I believe the 'cure' spell is the healing spell you are looking for.
Thu May 28 16:19:52 2009
[dead_souls]
Detah@Dead Souls Dev: there should be 7 files in /powers/spells/. buffer, cure, fireball, meditate, missile, restoration and whip. whip looks new. I have not seen it before.
Thu May 28 16:20:18 2009
[dead_souls]
Demitris@Consua: was just buffer, fireball, meditate, missile, pray and whip for me
Thu May 28 16:26:48 2009
[dead_souls]
William@KingMUD: I double check a copy of where I expanded the zip file on my desktop as well with no files alterred it doesn't have it either. I'm using alpha.
Thu May 28 16:30:31 2009
[dead_souls]
Demitris@Consua: is cure.c hosted on the dead souls website somwhere?
Thu May 28 16:32:35 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: quick guess... prolly SPELL_HEALING can be cast on yourself and/or an npc without putting him in combat...
Thu May 28 16:33:23 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: /powers/spells/cure.c exists as of 2.9a19/2.10 right here. Might have been accidentally omitted from the distzip ;(
Thu May 28 16:34:13 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: confirmed, it's not in 2.9a18 distzip.
Thu May 28 16:35:55 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: and neither in the dist tree... wtf?
Thu May 28 16:37:02 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: No idea. take a look: http://85.89.177.37/~wrkq/cure.c
Thu May 28 16:40:15 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: for what it's used for, search for SPELL_ in /lib/spell.c and /lib/magic.c .
Thu May 28 16:41:01 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: seems that SPELL_HEALING marks its as a non-combat (in magic.c) and sets spellpower=amounthealed (in spell.c) but i haven't looked into these files ;)
Thu May 28 16:42:02 2009
[dead_souls]
William@KingMUD: I created an item with and addaction() on it. When I type the addaction command with the item in my inventory it works fine with my admin character but when I try to issue the command with a regualr player it doesn't work. Any ideas why it behaves this way?
Thu May 28 16:42:57 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: check ends of /log/runtime and /log/catch
Thu May 28 16:43:18 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Other option is, you're putting the add_action in create() and not in init().
Thu May 28 16:43:35 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: thus it applies only to the first object that's in contact with the item.
Thu May 28 16:44:02 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: It would help if you'd show the code in question too ;)
Thu May 28 16:44:47 2009
[dead_souls]
William@KingMUD: I have it posted on the forum advance attached to an item in the inventory
Thu May 28 16:47:36 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: hmm... you might want to put a couple of debug() statements in the function, and 'debug on' in your wiz character.
Thu May 28 16:47:51 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: you'd see what happens when player tries to use it.
Thu May 28 16:48:17 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: How do you give the item to the player? init() should be called always, but...
Thu May 28 16:49:09 2009
[dead_souls]
William@KingMUD: when you create a new charracter you always load with the item
Thu May 28 16:49:13 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: try to drop it and pick it up again?
Thu May 28 16:50:26 2009
[dead_souls]
Demitris@Consua: oh that's another question I wanted to ask, how do I modify a player's inventory?
Thu May 28 16:51:05 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: well, you find an item and move it somewhere.
Thu May 28 16:51:19 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: new("/some/item")->eventMove(this_player())
Thu May 28 16:51:36 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: present("beer",this_player())->eventDestruct()
Thu May 28 16:51:47 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: present("beer",this_player())->eventMove(somewhere_else)
Thu May 28 16:51:54 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: present("beer",this_player())->eventMove(somewhere_else)
Thu May 28 16:52:05 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: this_object()->eventMove(somewhere)
Thu May 28 16:52:30 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: btw, do you really want it to be an item, or just don't need an npc to advance? Cause if the latter, you can make it a command, or enable the autoadvancing code.
Thu May 28 16:53:11 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: it's basically an alias to clone_object() (try `man clone_object`)
Thu May 28 16:53:53 2009
[dead_souls]
Demitris@Consua: ok i'll have a play with all that tomorrow, thanks
Thu May 28 16:54:05 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: also, `man present` `man all_inventory`.
Thu May 28 16:54:23 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: sometimes you may want to filter() or foreach() over inventory ;)
Thu May 28 16:55:30 2009
[dead_souls]
William@KingMUD: heh thanks raud I forgot to put an error message on it for if it fails. like the player doesn't have enough exp to advance
Thu May 28 16:56:15 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: want a laugh, look at the forum for my first attempts ;)
Thu May 28 17:22:52 2009
[dead_souls]
William@KingMUD: ok so I am still at a loss as to how to get the error message to work when they dont have the required xp
Thu May 28 17:23:53 2009
[dead_souls]
William@KingMUD: it would seem that it exits the addaction command and then seaches for advance elsewhere and returns try"help commands" ect.
Thu May 28 17:24:31 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: unless you return 1; confirming that you handled the command,
Thu May 28 17:24:36 2009
[dead_souls]
William@KingMUD: how do I get it to give the appropriate you need to have blah exp to get that level
Thu May 28 17:25:06 2009
[dead_souls]
William@KingMUD: I understand what it is doing just not how to make it do what I want ;)
Thu May 28 17:25:34 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: well, for sure you need to cange the return 0; into return 1;
Thu May 28 17:25:44 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: is the error above it printed correctly?
Thu May 28 17:27:05 2009
[dead_souls]
William@KingMUD: I tried changing it to return 1 nogo but that message would be appropriate but it is nt printed
Thu May 28 17:28:29 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: any changes to what's on the forum, or can i still refer to it?
Thu May 28 17:29:14 2009
[dead_souls]
William@KingMUD: the forum would be correct I tried a couple things then just sommented them out
Thu May 28 17:30:46 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: well, the forum version should work, printing the "I'm sorry" line.
Thu May 28 17:31:08 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: because it's followed by return 0; it'll print the "try help" line afterwards, but it can be fixed by changing it into return 1;
Thu May 28 17:33:11 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: 1. you edit some lib file that's in the inherit chain of your file
Thu May 28 17:33:17 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: 2. you type 'update -r /path/to/file'
Thu May 28 17:33:35 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: in this case, the first method is sufficient.
Thu May 28 17:34:27 2009
[dead_souls]
William@KingMUD: ok I got it with it changed to return 1; now it just advances the level even though the player doesn't have the required xp
Thu May 28 17:34:37 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: you may try removing the 'else' - the flow is broken by the return in the ifblock, so else isn't required. But it shouldn't change a thing ;)
Thu May 28 17:35:18 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: it's purely impossible with the code you posted on the forum.
Thu May 28 17:39:17 2009
[dead_souls]
Cratylus@Dead Souls Dev: when it is noticed that there is evidence you are being imprecise, people tend to be disinclined to help
Thu May 28 17:41:58 2009
[dead_souls]
William@KingMUD: ok I found that I thought I had edited this line out of the init but I still had if(living(environment())){
Thu May 28 17:42:19 2009
[dead_souls]
Kalinash@Fire and Ice: fear the living environment for al gore goes there
Thu May 28 17:42:30 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: that'd execute when it's in player's pocket.
Thu May 28 17:42:37 2009
[dead_souls]
William@KingMUD: victim = environment(); } in the init which was causing it to reenter the loop set to 11 and advance every time
Thu May 28 17:43:14 2009
[dead_souls]
William@KingMUD: and I now have it working thanks again for your help raud it has been life saver
Thu May 28 17:44:07 2009
[dead_souls]
William@KingMUD: you can see the example of the old init in the first code post on that same thread in the forum.
Thu May 28 17:45:03 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Congrats. See, with enough patience everything can be fixed.
Thu May 28 17:47:57 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: they use the round +/- connector, or some funky multipin one?
Thu May 28 18:29:49 2009
[dead_souls]
Joe@KingMUD: what's the addfunction to grant another player access to intermud lines?
Thu May 28 18:30:56 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: for player, `call player->AddChannel("ds")`
Thu May 28 18:31:30 2009
[dead_souls]
Detah@Dead Souls Dev: players must be placed in the INTERMUD group before adding channels.
Thu May 28 18:31:47 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: i thought that INTERMUD group apply only to the restriced mode?
Thu May 28 18:32:10 2009
[dead_souls]
Detah@Dead Souls Dev: I am pretty sure that the restricted mode is the default.
Thu May 28 18:32:35 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: it isn't. On a freshlu installed DS restricted is off, and all wizzes have access to i3.
Thu May 28 18:33:00 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Yes, because we're a public-wiz muds.
Thu May 28 18:33:07 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: and players just don't have any channels added by default.
Thu May 28 18:33:47 2009
[dead_souls]
Detah@Dead Souls Dev: if I had my own terminal I would verify it with a fresh install. cant here at work. they frown on using bandwidth for playing games.
Thu May 28 18:33:59 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: anyway Joe, Detah may be right and it won't harm if he isn't: `groupmod -a INTERMUD playrename`
Thu May 28 18:34:19 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: but do it only if "bare" AddChannel won't suffice.
Thu May 28 18:36:11 2009
[dead_souls]
Joe@KingMUD: nod. thanks again. i just couldn't remember if it was addChannel or addLine or wtf etc...
Thu May 28 18:38:04 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: i'm not sure if hunting is supported at all...
Thu May 28 18:39:34 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Joe, did you saw that ds_test spam?
Thu May 28 18:40:44 2009
[dead_souls]
Joe@KingMUD: yeah. we just had something else going on with the player in question. Got it. thanks again.
Thu May 28 18:54:52 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: and if you like lunch at 20, then it might be...
Thu May 28 19:03:19 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: i believe you. And that's why i'm asking you to not give any examples.
Thu May 28 19:10:53 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: This channel works in bursts. Sometimes it's silent for a week, sometimes it scrolls faster than you can read...
Thu May 28 19:11:30 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: But i think that most of chats are similar. Not counting those that always scroll too fast.
Thu May 28 19:14:03 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: Spam, spam, spam, spam, lovely spam, wonderful spam... but i guess that we should move to dchat, it's a non-technical talk...
Thu May 28 19:15:22 2009
[dead_souls]
Joe@KingMUD: It's technical this time. I was trying to create temporary, random spam that only admin players can see. It worked!
Thu May 28 19:17:51 2009
[dead_souls]
Detah@Dead Souls Dev: you know you can create local channels and do AddChannel to only those cres and accomplish the same goal without spamming an intermud channel.
Thu May 28 19:18:44 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: D, have some sense of humour... he was joking.
Thu May 28 19:22:50 2009
[dead_souls]
Detah@Dead Souls Dev: I have a combat channel on Arcania. When epic monsters are killed, there is an announcement of the feat.
Thu May 28 19:23:20 2009
[dead_souls]
Detah@Dead Souls Dev: I was thinking along those lines with my suggestion.
Thu May 28 21:48:54 2009
[dead_souls]
William@KingMUD: does anyone know of an example of an item that cast a spell like missile? some knid of wand or staff or ect ect.
Thu May 28 21:50:16 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: isn't there something in the magic shop?
Thu May 28 21:51:24 2009
[dead_souls]
William@KingMUD: checking out shop but yeha not seeing anything
Thu May 28 21:52:08 2009
[dead_souls]
Cratylus@Dead Souls Dev: to make a magical item that does a thing, code an object that does that thing
Thu May 28 21:52:34 2009
[dead_souls]
William@KingMUD: not sure thats why I was asking I mean I would like to have a wand that a newbie could get on a quest or something that could cast a spell they otherwise couldn't have.
Thu May 28 21:52:44 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: i guess that he wants to have a spell-identical effect, like in dnd...
Thu May 28 21:52:56 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: cause you can make item to do more or less anything.
Thu May 28 21:53:26 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: i guess that lib_magic {c,sh}ould be made more generic... but that's not a five-minute fix...
Thu May 28 21:54:04 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: would you want to reuse the exact same effect as a player spell, or just give the item some power?
Thu May 28 21:54:31 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: anyway you're limited to the latter now ;(
Thu May 28 21:54:56 2009
[dead_souls]
William@KingMUD: indeed... I just figured no sense reinventing the wheel if it's already in use
Thu May 28 21:55:22 2009
[dead_souls]
Raudhrskal@Dead Souls Dev: and kudos for ya, a lot of people don't ask and get annoyed later...
Fri May 29 08:31:10 2009
[dead_souls]
Demitris@Consua: if I wanted all clerics to have a certain spell do I add an eventLearnSpell to the quest npc or is there a way to somehow add it to the class?
Fri May 29 08:32:33 2009
[dead_souls]
Newt@shadowmuddev: not sure but I'd bet there's a way to add it in the code when they become a cleric
Fri May 29 08:33:05 2009
[dead_souls]
Demitris@Consua: oh I added it as the line after ChangeClass("cleric") but I was wondering if I could bind it to the class somehow
Fri May 29 10:11:41 2009
[dead_souls]
Demitris@Consua: is there a place where I can store player variables, like how many times a player has cast a certain spell?
Fri May 29 15:28:29 2009
[dead_souls]
Cratylus@Dead Souls Dev: http://dead-souls.net/ds-creator-faq.html#3.12
Fri May 29 15:33:16 2009
[dead_souls]
Demitris@Consua: ah sorry, I don't understand why this line of code isn't working
Fri May 29 15:33:19 2009
[dead_souls]
Demitris@Consua: scarab->eventForce("follow " + this_player())
Fri May 29 15:33:47 2009
[dead_souls]
Cratylus@Dead Souls Dev: this_player() is an object, not a string
Fri May 29 16:09:24 2009
[dead_souls]
Demitris@Consua: hey crat how would I go about making an auto aggro npc not attack a specific player?
Fri May 29 17:03:25 2009
[dead_souls]
Cenn@Consua: force_me("attack"+this_player()->query_name()); }
Fri May 29 17:04:03 2009
[dead_souls]
Cratylus@Dead Souls Dev: u guys need to start reading example code
Fri May 29 17:04:14 2009
[dead_souls]
Cenn@Consua: well i'm pretty good at coding on other lp-muds running off like
Fri May 29 17:04:25 2009
[dead_souls]
Cratylus@Dead Souls Dev: and the manual, guide, handbook, and faqs
Fri May 29 17:05:02 2009
[dead_souls]
Demitris@Consua: it's not much different from what you just pasted :\
Fri May 29 17:05:08 2009
[dead_souls]
Cratylus@Dead Souls Dev: nm3 is avaliable for download: http://lpmuds.net/downloads.html
Fri May 29 17:08:13 2009
[dead_souls]
Demitris@Consua: crat I have been reading sample code, but there's a lot of stuff I have had to figure out through trial and error
Fri May 29 17:08:43 2009
[dead_souls]
Demitris@Consua: and some of the documentation I read was a bit vague
Fri May 29 17:16:55 2009
[dead_souls]
Kalinash@Fire and Ice: Well your best isn't good enough, soldier! Now DROP AND GIVE ME 20!
Fri May 29 17:18:57 2009
[dead_souls]
Kalinash@Fire and Ice: Oh, a smart guy huh? Do it again, with one hand.
Fri May 29 17:20:04 2009
[dead_souls]
Kalinash@Fire and Ice: Then you're on KP for the next 3 months.
Sat May 30 03:35:58 2009
[dead_souls]
William@KingMUD: what is the call to an npc in the room you are in?
Sat May 30 03:44:39 2009
[dead_souls]
Demitris@Consua: I have a question too, how do I grab all the spoken text from a talkresponse?
Sat May 30 03:45:36 2009
[dead_souls]
William@KingMUD: you want an npc to respond to spoken text by a character?
Sat May 30 03:50:44 2009
[dead_souls]
Demitris@Consua: like "Demitris says in Common, "attack william"
Sat May 30 03:51:03 2009
[dead_souls]
Cratylus@Dead Souls Dev: buy a zombie scroll from oana, read the code
Sat May 30 15:55:43 2009
[dead_souls]
Demitris@Consua: quick question, I see in identify(args) that it stores the object in args[0], how can I manipulate that object?
Sat May 30 15:57:04 2009
[dead_souls]
Demitris@Consua: OBJ(testchar /secure/save/players/t/testchar)
Sat May 30 16:00:02 2009
[dead_souls]
Demitris@Consua: I want to get the name from whichever object is in args[0]
Sat May 30 16:00:44 2009
[dead_souls]
Cratylus@Dead Souls Dev: what you are asking doesn't really make sense
Sat May 30 16:02:15 2009
[dead_souls]
Demitris@Consua: well in my talkresponse function, calling identify(args) shows that the name of the object is stored in args[0]
Sat May 30 16:02:18 2009
[dead_souls]
Cratylus@Dead Souls Dev: i cant even really figure out what you're talking about, really
Sat May 30 16:02:37 2009
[dead_souls]
Demitris@Consua: I want to use that object, but I don't know how to access it
Sat May 30 16:02:43 2009
[dead_souls]
Cratylus@Dead Souls Dev: why don't you just use args[0] as your object?
Sat May 30 16:03:05 2009
[dead_souls]
Cratylus@Dead Souls Dev: well it sounds like it's time for you to post some code
Sat May 30 16:03:15 2009
[dead_souls]
Cratylus@Dead Souls Dev: cuz i cant figure out what you're talking about
Sat May 30 16:07:09 2009
[dead_souls]
Demitris@Consua: I must have typo'd something, thanks for the reply
Sun May 31 01:55:32 2009
[dead_souls]
Deklax@Evolution: are permissions required to use write_file from within a random file?
Sun May 31 01:57:18 2009
[dead_souls]
Cratylus@Dead Souls Dev: http://lpmuds.net/forum/index.php?topic=984.msg5234#msg5234
Sun May 31 06:45:35 2009
[dead_souls]
Tahin@Kar Unol: Because I'm kind of really horribly very stuck, http://lpmuds.net/forum/index.php?topic=995.msg5300#new. If someone wouldn't mind taking a quick look at this, it would be greatly appreciated. It's one of the more bizarre bugs I've created.
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