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You're going to get sick of me finding all these things soon, Remmy
Re: fix for closed corpses - appears to be fixed. I noticed before I applied the fix that it was only thieves that had successfully stolen from my test mort. Ones that didn't steal were normal. So far, after the fix, all appears normal.
Re: fix for combat - well, it worked, and it didn't work.
I think the fix worked great, I can actually do some DAMAGE now. Before it was slow and painful with barely any hits let alone large amounts of damage per prompt. This is more like it, as it should be (my lvl 11 warrior vs. a lvl 10 guard (warrior?) ). But, there was still 2 places where the victims health jumped up again.
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Re: fix for closed corpses - appears to be fixed. I noticed before I applied the fix that it was only thieves that had successfully stolen from my test mort. Ones that didn't steal were normal. So far, after the fix, all appears normal.
Re: fix for combat - well, it worked, and it didn't work.
kil guard <121hp 117m 101mv>[48Gold] A city guard's slash barely scratches you. [1] <120hp 117m 79mv>[48Gold] Your slash cuts A city guard. [25] <120hp 117m 59mv>[48Gold] Your slash hits A city guard. [26] <120hp 117m 43mv>[48Gold] Your slash cuts A city guard. [16] A city guard's slash barely scratches you. [1] <119hp 117m 39mv>[48Gold] Your slash lacerates A city guard. [30] <119hp 117m 33mv>[48Gold] Your slash lacerates A city guard. [32] <119hp 117m 31mv>[48Gold] Your slash _hacks_ A city guard. [32] <119hp 117m 25mv>[48Gold] ---- The day has begun. | * here <119hp 117m 23mv>[48Gold] ---- Your slash tears A city guard. [18] A city guard's slash barely scratches you. [1] <118hp 117m 7mv>[48Gold] Your slash tears A city guard. [16] A city guard's slash barely scratches you. [1] <117hp 117m 5mv>[48Gold] Your slash lacerates A city guard. [16] <117hp 117m 0mv>[48Gold] Your slash _hacks_ A city guard. [22] <117hp 117m 0mv>[48Gold] Your slash _hacks_ A city guard. [16] Your slash CLEAVES A city guard! [32] <117hp 117m 0mv>[48Gold] Your slash DISFIGURES A city guard! [30] <117hp 117m 0mv>[48Gold] ---- The sun rises in the east. | *here <117hp 117m 0mv>[48Gold] ---- Your slash GUTS A city guard! [20] <117hp 117m 0mv>[48Gold] Your slash *ANNIHILATES* A city guard! [15] A city guard is DEAD!!
I think the fix worked great, I can actually do some DAMAGE now. Before it was slow and painful with barely any hits let alone large amounts of damage per prompt. This is more like it, as it should be (my lvl 11 warrior vs. a lvl 10 guard (warrior?) ). But, there was still 2 places where the victims health jumped up again.
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those spots was when the mobile gained some health from the char_update hitting it type of thing
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So, it's all good? Yay! I can live with that. lol
Now that those are out of the way, here's some more, hehe
1. (Puts grammar police hat on);
Mobile name: thief figure
Vnum: 21012
Longdesc: A thief is wondering around looking for a something to steal.
changed long to: A thief is wandering around looking for something to steal.
2.
I know my hands are full.... but it should say that!
3. RVnum 21071 mentions the Art Gallery to the north in the room desc but north is now the fishing shop not the art gallery.
I've played with the questmaster, testing the aquest code and it works perfect. Oh, and nice job on sac corpse giving a coin for all the equipment that is still on the corpse too
Now that those are out of the way, here's some more, hehe
1. (Puts grammar police hat on);
Mobile name: thief figure
Vnum: 21012
Longdesc: A thief is wondering around looking for a something to steal.
changed long to: A thief is wandering around looking for something to steal.
2.
A city guard hits the ground ... DEAD. You get a longsword from the corpse of A city guard You get a crested breastplate from the corpse of A city guard
I know my hands are full.... but it should say that!
3. RVnum 21071 mentions the Art Gallery to the north in the room desc but north is now the fishing shop not the art gallery.
I've played with the questmaster, testing the aquest code and it works perfect. Oh, and nice job on sac corpse giving a coin for all the equipment that is still on the corpse too
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1. Is fixed for the next release thanks
2. I'm sorry but I don't see where your hands are full etc... or where it hits the round or anything lol
3. Is fixed for the next release thanks
Now going to bed ill catch up on the rest tomorrow
As for me getting tired of you finding it no worries I prefer them to be found and addressed before the next release
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2. I'm sorry but I don't see where your hands are full etc... or where it hits the round or anything lol
3. Is fixed for the next release thanks
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Now going to bed ill catch up on the rest tomorrow
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As for me getting tired of you finding it no worries I prefer them to be found and addressed before the next release
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The case of the Mysterious Disappearing Leggings:
***** note he is wearing leggings
After he is killed;
Where'd the leggings go?
I only noticed this because those leggings are a required quest item. I had to cheat and oinvoke them lol
>l guard You see nothing special about him. A city guard is in perfect health. A city guard is using:[21017]an iron helm [21024]an iron visor [21015]an iron neck guard [21016]a crested breastplate [21020]chain sleeves [21022]an iron bracer [21022]an iron bracer [21021]iron gauntlets [21014]an iron ring [21014]an iron ring [21027]a longsword [21023]an iron shield [21018]mail leggings ***** [21019]black boots Mobile #21011 'city guard' is level 11.
***** note he is wearing leggings
After he is killed;
>exam corpse You see nothing special. This corpse has recently been slain. When you look inside, you see: The corpse of A city guard holds: [21027]a longsword [21016]a crested breastplate [21022]an iron bracer (2) [21015]an iron neck guard [21014]an iron ring (2) [21023]an iron shield [21024]an iron visor [21019]black boots [21020]chain sleeves [21021]iron gauntlets [21017]an iron helm
Where'd the leggings go?
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I only noticed this because those leggings are a required quest item. I had to cheat and oinvoke them lol
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Another good find
on your imp type
that should take care of them vanishing.
on your imp type
oinvoke 21018 oset 21018 flags prototype inventory prototype folda darkhaven.are
that should take care of them vanishing.
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Ah, ok, nice fix, works fine now.
I'll try to explain this a little better. Right now my little test char can carry max 5 items.
A city guard is fully equipped with 14 items. When I have autoloot on and I make the kill of course I can only grab enough to max of 5 that I can carry. So we have..
I was able to grab 2 items from looting (I ate a mushroom during combat so had an open spot). So I've reached my max # of items I can carry.
Here's my issue. If I didn't know the guard had more items on him I would have assumed I picked up everything it had, and I'd go on my merry way without realizing there's more - and possibly good stuff - on the corpse. I know in smaug1.9 it gives messages such as "You can't carry that much weight" (something like that, I haven't been in the code lately) when your char can't pick up any more items. That would be something I'd like to see when this occurs. "You can't carry any more items" or along that line.
Remcon said:
2. I'm sorry but I don't see where your hands are full etc... or where it hits the round or anything lol
I'll try to explain this a little better. Right now my little test char can carry max 5 items.
>inv You're carrying: Items: 4/5 Weight: 17/143 a magic mushroom (4)
A city guard is fully equipped with 14 items. When I have autoloot on and I make the kill of course I can only grab enough to max of 5 that I can carry. So we have..
A city guard is DEAD!! You received 675 experience points. A city guard gasps his last breath and blood spurts out of his mouth and ears. You get a longsword from the corpse of A city guard You get a crested breastplate from the corpse of A city guard <116hp 117m 43mv>[100Gold]
I was able to grab 2 items from looting (I ate a mushroom during combat so had an open spot). So I've reached my max # of items I can carry.
inv You're carrying: Items: 5/5 Weight: 18/143 a magic mushroom (3) a longsword a crested breastplate
Here's my issue. If I didn't know the guard had more items on him I would have assumed I picked up everything it had, and I'd go on my merry way without realizing there's more - and possibly good stuff - on the corpse. I know in smaug1.9 it gives messages such as "You can't carry that much weight" (something like that, I haven't been in the code lately) when your char can't pick up any more items. That would be something I'd like to see when this occurs. "You can't carry any more items" or along that line.
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ok addressed and a few others lol, next release will display a message saying "You're now carrying as many items as you can." or "You're now carrying all the weight that you can."
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Hmm, I've just noticed you removed immune, susceptible, body parts, class and race from mob creation. Any particular reason?
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Hmm, I've just noticed you removed immune, susceptible, body parts, class and race from mob creation. Any particular reason?
Well the immune susceptible is simple its part of the resistant stuff now. Just set them as resistant
Body parts hmmm should still be there ill have to look in a bit lol
Class and race were for nothing more then show on npcs so found it a waste of time and space lol. After all that could always be part of their description.
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parts is still in there
mset part
mset
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Blah! I was typing 'arm' or 'leg' instead of 'arms', 'legs' and it was telling me unknown body part lol.
For the immune/susceptible, well ok, that's a different way of doing it but it does make sense. It'll take some getting used to.
As for the class/race, I did prefer seeing it displayed when I looked at a mob, but you're right, it really was useless. Mentioning it in a desc provides the same thing.
Mentioning things like this in the mobiles doc would have been helpful
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For the immune/susceptible, well ok, that's a different way of doing it but it does make sense. It'll take some getting used to.
As for the class/race, I did prefer seeing it displayed when I looked at a mob, but you're right, it really was useless. Mentioning it in a desc provides the same thing.
Mentioning things like this in the mobiles doc would have been helpful
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Blah! I was typing 'arm' or 'leg' instead of 'arms', 'legs' and it was telling me unknown body part lol.![]()
Lol don't feel bad when I went to test it I did the same thing lol.
For the immune/susceptible, well ok, that's a different way of doing it but it does make sense. It'll take some getting used to.
Not only that the old way was kind of annoying lol they could be resistant immune and susceptible to something all at once lol.
As for the class/race, I did prefer seeing it displayed when I looked at a mob, but you're right, it really was useless. Mentioning it in a desc provides the same thing.
Yep lol.
Lol should be somewhere in the changes.lst granted sometimes I get lazy on listing every change
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Well look at that, it is on the changes.lst lol. I should probably have read stuff earlier
That file reminded me of another question I had about the pfile pruner code. Is there any way to easily (in game commands) change the time before a file is deleted, or would I have to change the code? I want to temporarily set it higher for the mort levels, or turn it off, so I don't lose my test chars that I don't log on everyday. I've already lost one char lol
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That file reminded me of another question I had about the pfile pruner code. Is there any way to easily (in game commands) change the time before a file is deleted, or would I have to change the code? I want to temporarily set it higher for the mort levels, or turn it off, so I don't lose my test chars that I don't log on everyday. I've already lost one char lol
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Well you could go into save.c and change the time for it.
If your just wanting it to not delete a test character flag the character as nopdelete.
If your just wanting it to not delete a test character flag the character as nopdelete.
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>nopdelete tai Similar Commands: notitle
Doesn't work? (The test char "Tai" is logged on and in the room with me)
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yea that wouldn't work use like mset flags nopdelete
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>mset tai flags nopdelete Unknown flag: nopdelete
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Open up your build.c and in the do_mset function find and change what you have for the "flags" part to this
It was never set to allow pcflags to be set/unset so that should take care of it. I'm going to test it now and make sure it works for the next release as well. (it compiled fine just haven't tested it yet).
if( !str_cmp( arg2, "flags" ) ) { bool pcflag; if( !is_npc( victim ) && get_trust( ch ) < PERM_LEADER ) { send_to_char( "You can only modify a mobile's flags.\r\n", ch ); return; } if( !argument || argument[0] == '\0' ) { send_to_char( "Usage: msetflags [flag]...\r\n", ch ); return; } while( argument && argument[0] != '\0' ) { argument = one_argument( argument, arg3 ); pcflag = false; if( is_npc( victim ) ) { value = get_flag( arg3, act_flags, ACT_MAX ); if( value < 0 || value >= ACT_MAX ) ch_printf( ch, "Unknown flag: %s\r\n", arg3 ); else if( value == ACT_PROTOTYPE && ch->level < sysdata.perm_modify_proto ) send_to_char( "You can't change the prototype flag.\r\n", ch ); else if( value == ACT_IS_NPC ) send_to_char( "If the NPC flag could be changed, it would cause many problems.\r\n", ch ); else { xTOGGLE_BIT( victim->act, value ); ch_printf( ch, "%s flag %s.\r\n", act_flags[value], xIS_SET( victim->act, value ) ? "set" : "removed" ); if( xIS_SET( victim->act, ACT_PROTOTYPE ) || value == ACT_PROTOTYPE ) { xTOGGLE_BIT( victim->pIndexData->act, value ); ch_printf( ch, "%s index flag %s.\r\n", act_flags[value], xIS_SET( victim->pIndexData->act, value ) ? "set" : "removed" ); } } } else { value = get_flag( arg3, plr_flags, PLR_MAX ); if( value < 0 || value >= PLR_MAX ) { value = get_flag( arg3, pc_flags, PCFLAG_MAX ); if( value < 0 || value >= PCFLAG_MAX ) ch_printf( ch, "Unknown flag: %s\r\n", arg3 ); else { xTOGGLE_BIT( victim->pcdata->flags, value ); ch_printf( ch, "%s pcflag %s.\r\n", pc_flags[value], xIS_SET( victim->pcdata->flags, value ) ? "set" : "removed" ); } } else if( value == PLR_IS_NPC ) send_to_char( "If the NPC flag could be changed, it would cause many problems.\r\n", ch ); else { xTOGGLE_BIT( victim->act, value ); ch_printf( ch, "%s flag %s.\r\n", plr_flags[value], xIS_SET( victim->act, value ) ? "set" : "removed" ); } } } return; }
It was never set to allow pcflags to be set/unset so that should take care of it. I'm going to test it now and make sure it works for the next release as well. (it compiled fine just haven't tested it yet).
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And just so you know tested it out and it worked good.