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Tue Oct  6 17:34:19 2009 [dead_souls] Kalinash@Fire and Ice: compile with NO_RESETS 
Tue Oct  6 17:34:25 2009 [dead_souls] Cratylus@Dead Souls Dev: that's one way 
Tue Oct  6 17:34:31 2009 [dead_souls] Cratylus@Dead Souls Dev: i've also changed things to ignore the reset() apply 
Tue Oct  6 17:34:50 2009 [dead_souls] Kalinash@Fire and Ice: you should fix the driver 
Tue Oct  6 17:34:53 2009 [dead_souls] CrakAdmin@YottaQuest: But resets aren't the problem right?  I actually *want* resets, right? 
Tue Oct  6 17:34:56 2009 [dead_souls] Cratylus@Dead Souls Dev: it's nontrivial for a beginner, craky 
Tue Oct  6 17:34:58 2009 [dead_souls] Silenus@Dead Souls Dev: i am curious why ds doesnt do it that way 
Tue Oct  6 17:35:06 2009 [dead_souls] Cratylus@Dead Souls Dev: resets are handled by the lib now, not the driver 
Tue Oct  6 17:35:09 2009 [dead_souls] Silenus@Dead Souls Dev: i.e. if it doesnt use resets 
Tue Oct  6 17:35:49 2009 [dead_souls] CrakAdmin@YottaQuest: In order to clean up all my spawned NPCs?  I was thinking of having a couple of rooms in their pathing just destroy them if there's no players in them. 
Tue Oct  6 17:35:56 2009 [dead_souls] Cratylus@Dead Souls Dev: the short version of what yer prolly lookin at: the room with the wandering guy gets reset every 60 seconds, spawning a new guy 
Tue Oct  6 17:36:07 2009 [dead_souls] CrakAdmin@YottaQuest: Oh, right.  I gotcha 
Tue Oct  6 17:36:27 2009 [dead_souls] CrakAdmin@YottaQuest: Right, exactly.  Ok.  Hence all the new NPCs. 
Tue Oct  6 17:37:37 2009 [dead_souls] CrakAdmin@YottaQuest: so recompile w/NO_RESETS? 
Tue Oct  6 17:37:48 2009 [dead_souls] Cratylus@Dead Souls Dev: worth trying in the meantime yea 
Tue Oct  6 17:37:58 2009 [dead_souls] Cratylus@Dead Souls Dev: change it in local_options and local_options.ds 
Tue Oct  6 17:38:56 2009 [dead_souls] CrakAdmin@YottaQuest: are there consequences to NO_RESETS? 
Tue Oct  6 17:39:12 2009 [dead_souls] Cratylus@Dead Souls Dev: let us know 
Tue Oct  6 17:39:15 2009 [dead_souls] Kalinash@Fire and Ice: reset() won't be called in objects 
Tue Oct  6 17:39:18 2009 [dead_souls] CrakAdmin@YottaQuest: =) 
Tue Oct  6 17:40:41 2009 [dead_souls] CrakAdmin@YottaQuest: Maybe a rodenticide-esque function in a few rooms would be better.  That would let a few NPCs be spawned and running around preserving the original intent behind them, but keeping the numbers down. 
Tue Oct  6 17:45:57 2009 [dead_souls] Silenus@Dead Souls Dev: depends on what you are trying to do 
Tue Oct  6 17:46:14 2009 [dead_souls] Silenus@Dead Souls Dev: you might want to cap them or track them 
Tue Oct  6 17:46:46 2009 [dead_souls] Silenus@Dead Souls Dev: i had a modified version of SetInventory which did that posted on lpmuds.net i think 
Tue Oct  6 17:46:56 2009 [dead_souls] CrakAdmin@YottaQuest: hmmm.  thanks, I'll take a look at that. 
Tue Oct  6 17:47:01 2009 [dead_souls] CrakAdmin@YottaQuest: that's a good idea. 
Tue Oct  6 17:47:06 2009 [dead_souls] Cratylus@Dead Souls Dev: SetMaxClones() 
Tue Oct  6 17:47:17 2009 [dead_souls] Daius@MotD: we made a contest out of it on our game.  who can mash the most in a time limit :)  (after they reach a crit number) 
Tue Oct  6 17:47:21 2009 [dead_souls] Cratylus@Dead Souls Dev: limits the numbers of a thing cloned by loaded inventory 
Tue Oct  6 17:47:41 2009 [dead_souls] Silenus@Dead Souls Dev: ah you have that in there now crat? 
Tue Oct  6 17:47:44 2009 [dead_souls] Cratylus@Dead Souls Dev: so SetMaxClones(5) would avoid a 6th spawn 
Tue Oct  6 17:47:54 2009 [dead_souls] Cratylus@Dead Souls Dev: yep 
Tue Oct  6 17:47:58 2009 [dead_souls] Silenus@Dead Souls Dev: is it specific to the mob type? 
Tue Oct  6 17:48:13 2009 [dead_souls] Cratylus@Dead Souls Dev: i dont know what that means 
Tue Oct  6 17:48:33 2009 [dead_souls] Silenus@Dead Souls Dev: oh is it set in the room or in the mob file? 
Tue Oct  6 17:48:36 2009 [dead_souls] Cratylus@Dead Souls Dev: you can do it with any clonable thing not just npcs 
Tue Oct  6 17:49:18 2009 [dead_souls] Silenus@Dead Souls Dev: ic ok i get it 
Tue Oct  6 17:49:46 2009 [dead_souls] CrakAdmin@YottaQuest: Oh that's cool on a lot of levels 
Tue Oct  6 17:49:53 2009 [dead_souls] Cratylus@Dead Souls Dev: yes it is 
Tue Oct  6 17:50:11 2009 [dead_souls] CrakAdmin@YottaQuest: That has a lot of nifty quest/item potentials 
Tue Oct  6 21:06:52 2009 [dead_souls] CrakAdmin@YottaQuest: SetMaxClones does it actually result in SetMaxClones(N) + 1 since one will be the master? 
Tue Oct  6 21:07:49 2009 [dead_souls] CrakAdmin@YottaQuest: nevermind 
Tue Oct  6 21:07:51 2009 [dead_souls] Daius@MotD: he said earlier that SetMaxClones (4) would block a 5th 
Tue Oct  6 21:08:32 2009 [dead_souls] CrakAdmin@YottaQuest: correct, I misunderstood how the arch screen is counting objects, I think. 
Tue Oct  6 21:13:30 2009 [dead_souls] Kalinash@Fire and Ice: on it's fingers 
Tue Oct  6 21:15:02 2009 [dead_souls] CrakAdmin@YottaQuest: I just set maxClone(21) now we'll see if the arch screen is a boy or girl. 
Tue Oct  6 21:19:04 2009 [dead_souls] Kalinash@Fire and Ice: hermy 
Fri Oct  9 19:33:49 2009 [dead_souls] Tigwyk@LP Heroes: Crat, how much of an undertaking was it to implement your version of bots in the lib? 
Fri Oct  9 19:34:01 2009 [dead_souls] Tigwyk@LP Heroes: "bots" being computer controlled players 
Fri Oct  9 19:34:09 2009 [dead_souls] Cratylus@Dead Souls Dev: i dont remember it was a long time ago 
Fri Oct  9 19:34:11 2009 [dead_souls] Tigwyk@LP Heroes: k 
Fri Oct  9 19:34:38 2009 [dead_souls] Tigwyk@LP Heroes usually relies on you to implement the crazy stuff so he can hack it into his lib later. ;) 
Fri Oct  9 19:35:31 2009 [dead_souls] Cratylus@Dead Souls Dev: see if it works on yer lib 
Fri Oct  9 19:35:44 2009 [dead_souls] Tigwyk@LP Heroes: That's my plan. :) 
Fri Oct  9 19:35:48 2009 [dead_souls] Cratylus@Dead Souls Dev: it might rely on sefuns you dont have, but im sure you can work that out 
Fri Oct  9 19:36:28 2009 [dead_souls] Tigwyk@LP Heroes nods. 
Fri Oct  9 19:36:34 2009 [dead_souls] Tigwyk@LP Heroes likes new sefuns, anyway. 
Wed Oct 14 02:39:50 2009 [dead_souls] Tigwyk@LP Heroes: So I've forgotten how to convert an integer to a string properly. Typecasting it isn't working. 
Wed Oct 14 02:40:01 2009 [dead_souls] Cratylus@Dead Souls Dev: a+"" 
Wed Oct 14 02:40:15 2009 [dead_souls] Bula@Dead Souls Dev: theres no itoa ? 
Wed Oct 14 02:40:17 2009 [dead_souls] Cratylus@Dead Souls Dev: there is 
Wed Oct 14 02:40:22 2009 [dead_souls] Cratylus@Dead Souls Dev: it does this: a+"" 
Wed Oct 14 02:40:25 2009 [dead_souls] Tigwyk@LP Heroes: snicker 
Wed Oct 14 02:40:27 2009 [dead_souls] Tigwyk@LP Heroes: Thanks, Crat. 
Wed Oct 14 02:40:30 2009 [dead_souls] Bula@Dead Souls Dev: hehe 
Wed Oct 14 02:40:32 2009 [dead_souls] Kalinash@Fire and Ice: sprintf("%d", x); 
Wed Oct 14 02:40:38 2009 [dead_souls] Ideysus@ShadowMUDii: Err... Not ""+a? 
Wed Oct 14 02:40:44 2009 [dead_souls] Cratylus@Dead Souls Dev: oh lookit kali with a PROPER answer 
Wed Oct 14 02:41:09 2009 [dead_souls] Tigwyk@LP Heroes: pfft. 
Wed Oct 14 02:41:12 2009 [dead_souls] Tigwyk@LP Heroes: Show off. 
Wed Oct 14 02:41:36 2009 [dead_souls] Kalinash@Fire and Ice: not wearing any underweear... no... not wearing any underwear 
Wed Oct 14 02:42:34 2009 [dead_souls] Tigwyk@LP Heroes: Haha, Crat's answer does the job, without resorting to some Harvard-educated comp-sci solution. 
Wed Oct 14 02:42:37 2009 [dead_souls] Tigwyk@LP Heroes: ;) 
Wed Oct 14 02:42:41 2009 [dead_souls] Cratylus@Dead Souls Dev: i make things go 
Wed Oct 14 02:43:13 2009 [dead_souls] Ideysus@ShadowMUDii: Crat's works? Really? I thought that would effectively be adding the string to an integer... 
Wed Oct 14 02:43:18 2009 [dead_souls] Kalinash@Fire and Ice: crat's answer relies on an implicit behavior of the language 
Wed Oct 14 02:43:23 2009 [dead_souls] Kalinash@Fire and Ice: which could change without notice 
Wed Oct 14 02:43:38 2009 [dead_souls] Ideysus@ShadowMUDii: Nah it couldn't. :-P 
Wed Oct 14 02:43:43 2009 [dead_souls] Cratylus@Dead Souls Dev: it's called optimization 
Wed Oct 14 02:43:45 2009 [dead_souls] Cratylus@Dead Souls Dev: live it 
Wed Oct 14 02:44:05 2009 [dead_souls] Tigwyk@LP Heroes: That's one of those things that probably won't change. ;) 
Wed Oct 14 02:44:18 2009 [dead_souls] Tigwyk@LP Heroes: But if it does, I'll eat my words. 
Wed Oct 14 15:45:28 2009 [dead_souls] Argus@eridar: was liveupdate taken out? 
Wed Oct 14 15:48:20 2009 [dead_souls] CrakAdmin@YottaQuest: Any reason why occasionally I get spikes of 223round and 9mmround objects loaded?  With no one logged in but me? 
Wed Oct 14 15:49:12 2009 [dead_souls] Argus@eridar: that is a difficult question to answer for anyone but you.. are you hosting it on your own machine? with an internet host? 
Wed Oct 14 18:45:43 2009 [dead_souls] Wintermute@Kults: is there a way to change the "spawn message" of a npc? I've tried all valid parameters for SetMessage but none of them fired. 
Wed Oct 14 18:45:54 2009 [dead_souls] Wintermute@Kults: it would be really nice for rp-oriented games, ie: "A behemoth jumps through a crack in the cave ceiling and surprises you!" 
Wed Oct 14 18:46:02 2009 [dead_souls] Wintermute@Kults: also, I was wondering about the default npc message in the room description. It only changes depending on current stance, but is there a way to replace the default "stands here." with a customised string? 
Fri Oct 16 05:37:56 2009 [dead_souls] Ogguur@FusuMOO: Ping? 
Fri Oct 16 05:39:32 2009 [dead_souls] Kalinash@Fire and Ice: PONG! 
Fri Oct 16 05:41:57 2009 [dead_souls] Ogguur@FusuMOO: Heh.  I suppose that means someone is awake. 
Fri Oct 16 05:42:21 2009 [dead_souls] Kalinash@Fire and Ice: define awake? 
Fri Oct 16 05:42:32 2009 [dead_souls] Ogguur@FusuMOO: Semi-vertical, breathing, conscious, and sentient. 
Fri Oct 16 05:42:59 2009 [dead_souls] Kalinash@Fire and Ice: oh, that's not me then 
Fri Oct 16 05:43:20 2009 [dead_souls] Ogguur@FusuMOO: Shame.  I had a question. 
Fri Oct 16 06:22:32 2009 [dead_souls] Kejope@Cookie Dough: I pass three out of four. ;) 
Tue Oct 20 14:41:47 2009 [dead_souls] CrakAdmin@YottaQuest: anyone have any thoughts on a balanced progression of healing spells effectiveness? 
Tue Oct 20 14:42:44 2009 [dead_souls] Sys@BlackHole: yeah, there is't one 
Tue Oct 20 14:43:21 2009 [dead_souls] Daius@MotD: is that like asking for a thesis on the possable applications of anti-tampering hard/software? 
Tue Oct 20 14:44:35 2009 [dead_souls] Daius@MotD: ds CrakAdmin do you use a global skill system or a guild based skill system? 
Tue Oct 20 14:45:31 2009 [dead_souls] CrakAdmin@YottaQuest: Guild. 
Tue Oct 20 14:45:37 2009 [dead_souls] Sys@BlackHole: if the spell heals, then all ill should be lifted, otherwise it's not really a healing spell no? 
Tue Oct 20 14:45:42 2009 [dead_souls] Daius@MotD: any other guilds have healing spells? 
Tue Oct 20 14:45:46 2009 [dead_souls] CrakAdmin@YottaQuest: no 
Tue Oct 20 14:46:25 2009 [dead_souls] CrakAdmin@YottaQuest: Sys, generally, just from games I've played, its a bad idea to have your cleric just able to dish out full heals at whim. 
Tue Oct 20 14:46:38 2009 [dead_souls] Daius@MotD: then use a progressive algorithm that accounts for the character's level, an applicable stat and the healing spell's skill 
Tue Oct 20 14:46:55 2009 [dead_souls] Sys@BlackHole: that depends on how much realism you're after ;) 
Tue Oct 20 14:48:40 2009 [dead_souls] CrakAdmin@YottaQuest: Daius, that's a better idea than what I had in mind, ie progressively learning bigger/better heals. 
Tue Oct 20 14:48:46 2009 [dead_souls] CrakAdmin@YottaQuest: easier too. 
Tue Oct 20 14:50:23 2009 [dead_souls] Daius@MotD: I would give your guilds a file that contains balance varriables for your alg.  that way if you need to tweek you can just go into that file and adjust a little here and there... save time in the long run. 
Sun Oct 25 02:19:55 2009 [dead_souls] Daius@MotD: ... you lost your self? 
Mon Nov  2 02:43:40 2009 [dead_souls] Dior@Spirit Worlds: /hist 
Mon Nov  2 02:43:57 2009 [dead_souls] Kejope@Cookie Dough: /hist right back at you. :P 
Mon Nov  2 02:44:12 2009 [dead_souls] Dior@Spirit Worlds: heh 
Mon Nov  2 02:47:06 2009 [dead_souls] Kalinash@Fire and Ice hissed. 
Mon Nov  2 21:31:52 2009 [dead_souls] Nilrin@Dead_Souls_nilrin: Is there a function which acts like GetGender but only returns "him","her","it" respectively? 
Mon Nov  2 21:32:11 2009 [dead_souls] Cratylus@Dead Souls Dev: man objective 
Mon Nov  2 21:32:29 2009 [dead_souls] Cratylus@Dead Souls Dev: btw, did you ever post your mod to a* so it works on ds? 
Mon Nov  2 21:32:34 2009 [dead_souls] Nilrin@Dead_Souls_nilrin: Ah there it is. 
Mon Nov  2 21:32:53 2009 [dead_souls] Nilrin@Dead_Souls_nilrin: You know, I'm not sure... 
Mon Nov  2 21:33:09 2009 [dead_souls] Cratylus@Dead Souls Dev: if you did, and made it public domain, i'd include it in a heartbeat 
Mon Nov  2 21:33:13 2009 [dead_souls] Nilrin@Dead_Souls_nilrin: I don't think I ever did. I can post something late tonight / tomorrow morning. 
Mon Nov  2 21:33:31 2009 [dead_souls] Cratylus@Dead Souls Dev: it's the next thing im looking at, and if i dont have to reinvent the wheel it'll save me a bunch of time 
Mon Nov  2 21:34:39 2009 [dead_souls] Nilrin@Dead_Souls_nilrin: I had to use a couple tricks for it to work with what I was going for though. I used it for NPCs, but I'll post what I have so peeps can have a look. 
Mon Nov  2 21:35:05 2009 [dead_souls] Cratylus@Dead Souls Dev: sweet. dont forget to note the license on it or its public domain nature, so i know whether to assimilate it or not 
Mon Nov  2 21:35:21 2009 [dead_souls] Nilrin@Dead_Souls_nilrin: No prob :) 
Mon Nov  2 21:35:25 2009 [dead_souls] Cratylus@Dead Souls Dev: thx :) 
Mon Nov  2 21:36:32 2009 [dead_souls] Nilrin@Dead_Souls_nilrin: btw, the reason I asked about the objective function is I'm adding a bit of code so that when a living object has Magic Protections on it, you can look at that living and it'll have a GetAffectLong for it. 
Mon Nov  2 21:37:06 2009 [dead_souls] Nilrin@Dead_Souls_nilrin: AKA you cast buffer, and while its active, you can look at yourself and it says "A translucent magical shield surrounds him." 
Mon Nov  2 21:37:25 2009 [dead_souls] Cratylus@Dead Souls Dev: yeah i recently modified the protecitons class to handle stacking issues too 
Mon Nov  2 21:37:32 2009 [dead_souls] Cratylus@Dead Souls Dev: so many lil things to fix 
Mon Nov  2 21:37:43 2009 [dead_souls] Nilrin@Dead_Souls_nilrin: Yeah noticed that, which is what made me play around with buffer :-) 
Tue Nov  3 00:05:14 2009 [dead_souls] Ideysus@ShadowMUDii: The documentation for present() reads "`str' can also be an object, in 'str' is searched for, instead of calling the function id()." 
Tue Nov  3 00:05:55 2009 [dead_souls] Ideysus@ShadowMUDii: ... 'eh'? 
Tue Nov  3 03:43:51 2009 [dead_souls] Kalinash@Fire and Ice: Crat 
Tue Nov  3 03:44:15 2009 [dead_souls] Cratylus@Dead Souls Dev: soup 
Tue Nov  3 03:44:16 2009 [dead_souls] Kalinash@Fire and Ice: kick the server 
Tue Nov  3 03:44:18 2009 [dead_souls] Cratylus@Dead Souls Dev: wat 
Tue Nov  3 03:45:11 2009 [dead_souls] Cratylus@Dead Souls Dev: i can access it from teh outside ok 
Tue Nov  3 03:46:43 2009 [dead_souls] Kalinash@Fire and Ice: doesn't return rwho's, times out on connect 
Tue Nov  3 03:47:26 2009 [dead_souls] Kalinash@Fire and Ice: ok, everytime i can't get in and you try it, that wakes it up 
Tue Nov  3 03:47:57 2009 [dead_souls] Cratylus@Dead Souls Dev: i promise i aint doin nothin speshul 
Tue Nov  3 03:48:05 2009 [dead_souls] Cratylus@Dead Souls Dev: im like ok lemme try 
Tue Nov  3 03:48:08 2009 [dead_souls] Cratylus@Dead Souls Dev: and it works 
Tue Nov  3 03:48:09 2009 [dead_souls] Kalinash@Fire and Ice: priming the nat pump 
Sun Nov  8 21:33:13 2009 [dead_souls] Lovenkraft@House Lovenkraft: oi 
Sun Nov  8 21:34:55 2009 [dead_souls] Cratylus@Dead Souls Dev: hello 
Fri Nov 20 08:00:43 2009 [dead_souls] Andras@Age of the riftwars: anyone awoke yet? 
Fri Nov 20 10:10:43 2009 [dead_souls] Andras@Riftwars: Hiho 
Fri Nov 20 10:18:52 2009 [dead_souls] Andras@Riftwars: Anyone awoke? 
Fri Nov 20 10:39:57 2009 [dead_souls] Sys@BlackHole: nope 
Fri Nov 20 10:40:01 2009 [dead_souls] Sys@BlackHole snores 
Fri Nov 20 13:11:16 2009 [dead_souls] A Shadow@Riftwars: Hi, I read that I can color all my exits from lib/std/room.c, anyone could tell me how? I just started and testing things out. A little color will make it more nice. 
Fri Nov 20 13:11:57 2009 [dead_souls] Cratylus@Dead Souls Dev: /lib/events/describe.c 
Fri Nov 20 13:22:22 2009 [dead_souls] A Shadow@Riftwars: One more question, Im trying to make a door, but it fades away just when it appears,, dont have that problem with npcs/weapons/armors (thats how long ive come) 
Fri Nov 20 13:27:45 2009 [dead_souls] A Shadow@Riftwars: and is there a way to check players like I do with "about npcs"? 
Fri Nov 20 13:28:25 2009 [dead_souls] Cratylus@Dead Souls Dev: the code between players does not vary, only the variables 
Fri Nov 20 13:28:43 2009 [dead_souls] Cratylus@Dead Souls Dev: which can be seen with the "vars" command 
Fri Nov 20 15:12:24 2009 [dead_souls] Andras@Riftwars: If I want to make a cool entrence when I appear befor my test char, how can I change this, is there any easy command? 
Fri Nov 20 15:13:06 2009 [dead_souls] Charles@The Pussy Cat Forest: entrance 
Fri Nov 20 15:13:17 2009 [dead_souls] Cratylus@Dead Souls Dev: help message 
Fri Nov 20 15:16:25 2009 [dead_souls] Andras@Riftwars: but chancing in message, it changes for everyone inside the mud right? 
Fri Nov 20 15:16:36 2009 [dead_souls] Cratylus@Dead Souls Dev: pretty much 
Fri Nov 20 15:16:42 2009 [dead_souls] Cratylus@Dead Souls Dev: well hang on 
Fri Nov 20 15:16:52 2009 [dead_souls] Cratylus@Dead Souls Dev: that thing i just showed, it's just your messages 
Fri Nov 20 15:16:59 2009 [dead_souls] Cratylus@Dead Souls Dev: other people set their own messages 
Fri Nov 20 15:17:04 2009 [dead_souls] Andras@Riftwars: aha, good 
Fri Nov 20 15:17:17 2009 [dead_souls] Andras@Riftwars: thanks alot Cratylus 
Fri Nov 20 15:17:19 2009 [dead_souls] Cratylus@Dead Souls Dev: but it's global in the sense that you cant have special messages just some people see 
Fri Nov 20 15:17:26 2009 [dead_souls] Cratylus@Dead Souls Dev: you'd have to code that 
Fri Nov 20 15:17:31 2009 [dead_souls] Cratylus@Dead Souls Dev: np 
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