Hi Ryan,
Here's the transport code examples I mentioned. They're not mine, I just wrote the Makefile cos there wasn't one.
Cheers,
Scott.
:banghead:
transport-code.tar.gz
Hi Ryan,
Here's the transport code examples I mentioned. They're not mine, I just wrote the Makefile cos there wasn't one.
Cheers,
Scott.
:banghead:
transport-code.tar.gz
I like the idea of an animated stone race. I'm fully behind the idea of having more distinct races than the standard human sized biped. A race with 8 arms for example, a centaur like race that can act as a mount for another player, an outsized troll like race that benefits from massive strength but very limited magical or skilled ability. That kinda thing.
Nice idea.
Vizz.
I'd like to suggest the script for the gatekeeper to the castle in achaeus be modified to mention where to kick off the miniquest for the achaean citizenship papers. Right now there's no overt clue on where to start.
Scott.
This one's kinda directed at Areo specifically, but I guess there may be others with a vested interest.
Is there any possibility of us getting a java-based telnet gateway to the game/testports that would allow SSL connections? I'd like to be able to work on stuff during the day at work, but of course there's a proxy in the way that only allows http/https connections. It's not critical, I just wondered if there was an easy way to do it, and if there were any show-stoppers in our hosting agreement or whatever…
Goes without saying I'd never use any of the plethora of free ones on the net that no doubt grab account information for their owners. (Am I paranoid?)
Scott.
I think Nib's prolly the man to speak to about this. From a coder's perspective, there's an internal function dice() that takes an argument along the lines of dice(<number of="" dice="" rolls="">d<denomination of="" dice="">+offset).
e.g
dice (20d6+10) would give you a min result of 10 + 20d6 = 30, max result 10 + 20d6 = 130.
The only problem I see with functions like these is of "striping", where the random factor isn't actually very random, making the randomisation a little "predictable", which is to say that in repeating the same function over and over and recording the results, definite patterns emerge in the data.
Linux provides a number of methods of providing much more random data, utilising things like entropy data extracted from the normal operation of the system, none of which are hard to implement. Indeed, there are external entropy packages we could employ for just this purpose.
In summary, I don't think it would be hard to give you a method of generating finite and bounded randomness based on defined probablility constraints. In fact, I'd be surprised if this hasn't already been addressed in the wealth of new functions Nib's bolted on recently.
Scott.
Scott.</denomination></number>
Remort only continent perhaps?
Anyone else sick and tired of maxxed remorts moaning about having nothing to do?
Scott.
PS - 1st post in the forum - woohoo! =)
I'd like to point out that Durron reported the bug, not SCo.
SCo did test whether or not STR etc could be trained by unshifting and casting weaken (STR -5) on himself.
The assumption I'm making is that the trainer code is checking current hp, rather than permanent hp when it's decided whether or not you can continue to train.
Scott.
Hmmm… I wasn't aware that there was a chance factor in using a sextant. It's simple geometry. Surely that defeats the purpose of actually using a sextant.
Might as well delete the item type completely, because certainly from my own point of view as a mort, I wouldn't bother using it if there was a chance it would give me completely useless coordinates. =p
If you absolutely HAVE to add an unreliability factor to this, why not go with reality and base it on how much visibility/cloud cover there is.
Scott.
Hi all,
When you stand in any wilds and use a sextant, over and over, the coordinates change - therefore sextants are useless! Odd one that.
Scott.
Red mentioned this in passing - it would appear that if you use word of recall or some other transport spell, the relic will stay where it was until you actually move, at which point the relic suddenly ends up back at your location. I don't know how this happens because I haven't checked the code, but I'd surmise that there's a pointer to the relic object in the char_data structure, and when the char does the spell, the code doesn't explicitly take care of the pulled cart - but then the char moves and the movement code takes care of it by referring to the cart pointer. I would suggest it would be more elegant either to deal with the cart explicitly in the transport spell code, or simply make it so that you can't use transport spells while pulling a cart. Personally I'd prefer the former, but that's me.
If you do go the route of allowing transport spells while pulling a cart, then perhaps you will also consider allowing slayers/chlings to "fade" while pulling. This would give the "fade" skill a practical use.
At this point, I'd like to point out another bug, but I'd also like to relabel it as an opportunity. If I'm pulling a cart through the wilds myself, I get lagged by the weight of the cart. Annoying, but fair enough. However, if I follow someone else while pulling the cart, and they drive (so-to-speak), then the lag disappears and we move together at full speed. I didn't know if this was a bug or a deliberate feature, but how about we make it so that the more people you have in your form, the faster you can move with a cart? Divide the load between us. That's prolly the simplest way to do it. If you wanted to get clever, you could have one person pulling and the rest have to "push". Personally I like the form idea better for simplicity.
Just a suggestion.
Scott.
I don't know how this escaped my notice before, but on speaking to a few people it would seem that there is something seriously wrong with the class/skills system at the moment.
For example, SCoJaCK is a druid, but typing "brew" gives "Brew? what's that?". "skills" output shows brew at 75%, and I've checked the pfile and the skill is there. Could this be because I'm class level 11 and brew is 13? In which case, perhaps that's a stray piece of level checking in the brew function itself…
SCoJaCK's last two multiclasses (albeit remort classes) yielded none of his new skills - they all had to be manually added by an imm.
Others are complaining about missing or non-working skills. I don't know the extent of the problem yet due to my minor timezone problem. ahem.
Scott. (Vizz)
Hi all,
I wonder if someone with the current source tree would mind checking the usage and syntax of the "chat" command? I never use chat, but a brief play with it the other night revealed that the usage of "chat join" seems to be referring to some old form of syntax –-> "/join <channel>" for example.
Cheers,
Scott (Vizz).</channel>
Thorin pointed this one out to me:
Here's his scarm's coffin:
look coffin
This black onyx box was once the resting home for the villain of Reza,
Scarm. It is highly polished, engraved with lines of gold, and reflects
everything except the living. There is a lock on it in the shape of a
wolf's head.
From your studies you can conclude the following information:
Object 'coffin scarm box trunk' is type container, extra flags glow burn_proof.
Weight is 7, value is 0, level is 45.
Fragility is Normal, condition is 100%. It has been repaired 0/5 times.
It is made out of black onyx.
This item comes from Reza.
Items: 1/225 Weight: 4/1000 flags: closable
Weight multiplier: 50%
150296></quote>
Fine, except when I looked in the coffin
look in coffin
Scarm's coffin holds:
Nothing.
150296></quote>
I took the coffin from him, loaded him up a replacement, saved my char and logged into shell and inspected my pfile:
<quote>> #O
Vnum 4666
Id 1085672298
Version 2
Nest 0
ExtF 16777217
Room 1
Wear -1
LastWear -1
Cost 0
Val 1000 1 0 225 50 0 0 0
End
#O
Vnum 4021
Id 1141061198
Version 2
Nest 1
Room 150296
Wear -1
LastWear -1
Cost 8000
SpellNew haste~ 50 100
Affr 1 55 -1 -2 2 0
End</quote>
If you spot something odd here - you've got a better eye than me. Could there be a bug in the do_look() routine? Specifically, the look in container exception? Anyhow, I'll leave the coffin in my inventory so we can reproduce the bug if need be.
Cheers,
Vizz.
PS - it has to be more than do_look(), as I couldn't get the object out using "get all coffin" either… hmm...
Hi all,
When in the pyramid for example, if you're carrying too many objects and you try to pick up some more, you get no feedback like "you're carrying too many items" or "You can't carry that much weight". You simply get a blank line. IMO i reckon it would be better to provide some feedback along the lines of the echo's above, rather than nothing at all. I've classed this as a mortal annoyance bug, rather than cosmetic as it annoys the piss out of me, let alone anyone else! :mrgreen:
Vizz.
Hi,
I assume that at some point, someone decided to change the olist output formatting to use 3 columns. The problem is that the use of colour in the short description wasn't taken into account.
E.g
[263004] a necklace of pe [263007] a graduation c [263009] armplates
[263100] (no short descri [263101] a spiked black [263102] a leather cats
[263103] fishnet stocki [263104] knee-high leat [263105] a bondage cuff
[263106] a leather whip [263107] Emma's Silvery [263108] redo
[263109] a Silver Collar [263110] A Blood-red Ve [263111] a Silver Circlet
[263112] A Celtic-K [263113] A Silver Moo [263114] a Silver Bracele
[263115] Leather Slippe [263116] redo [263117] a Thin Silver Ch
[263118] A Sapphire Wan [263119] A Crystal Hear [263120] An Emerald
[263121] a silver velvet [263122] a Bottle of Baca [263123] a silk blanket
[263124] An Emma Pl [263125] a sapphire-stu [263126] a snowflake
[263127] Starfire [263128] a moon wand [263129] a whip of roses
[263130] a rose petal [263131] a wispy rose see [263209] ein schwarze Led
[263210] Syn's RAI[263257] a thin tile shie [263300] A silver penta
The reason for this is that when you're calculating the length of the string (and the padding spaces) you aren't subtracting the number of characters attributable to colour codes. These are of course translated into actual colours later in the routine and so the padding is all screwed up. The other list commands, mlist etc more than likely suffer from the same issue.
Vizz.
If I remember the discussion I had with Syn about this at the time, the counterstrike damage was disabled as it was hitting the char not the victim.
I don't know what was to happen with it after that.
Vizz.