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» SmaugMuds » Codebases » LoP Codebase » LoP1.39 Questions/Issues/Anom...
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LoP1.39 Questions/Issues/Anomalies + Suggestions?
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Post is unread #81 May 30, 2011 10:53 pm   
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dbna2
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no prob. Lol I did something wrong with mine, it sends random characters to people >.>

Post is unread #82 May 31, 2011 12:17 pm   
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dbna2
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If I post the code here, will you tell me what I did wrong? So I know not to do it again?

Post is unread #83 May 31, 2011 5:06 pm   
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Remcon
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Of course.

Post is unread #84 May 31, 2011 7:47 pm   Last edited Jun 1, 2011 8:50 pm by Kayle
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dbna2
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void send_friend_info( CHAR_DATA *ch, char *message )
{
   DESCRIPTOR_DATA *d;
   FRIEND_DATA *ofriend;

   if( !ch || !message || !ch->pcdata )
      return;
   if( xIS_SET( c->act, PLR_NOFINFO ) )
      return;
   for( d = first_descriptor; d; d = d->next )
   {
      if( !d->character || !d->character->pcdata ||
      !( ofriend = find_friend( d->character, ch->name ) ) || 
       || ofriend->approved )
         continue;
      /* Might as well go ahead and update the sex if it is needed */
      if( !can_see( d->character, ch ) )
         continue;
      ch_printf( d->character, "&G[&WFriend-Info&G] &Y%s\r\n", message );
   }
}



[Edit by Kayle:] Fixed code tags.

Post is unread #85 Jun 2, 2011 1:21 am   Last edited Jun 2, 2011 1:22 am by Sanus Compleo
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Sanus Compleo
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Some Bugs:
(Not sure if this is the latest update -- my code isn't at 1.40... these things were present in 1.39.)
Redundant checks for magic resistant from ch_ret one_hit() and damage() that prevented a magic item from properly using RIS_MAGIC rather than RIS_NONMAGIC
Create fire and makefire work on water/underwater
Corpses have no way to tell whether or not a creature is organic, plant, golem, undead or otherwise -- which leads to very interesting fresh meat items.
A freshly sliced meat from a Copper Golem is here.
Run currently exits one out of a wilderness area, (Unless it's been updated past what I've added in -- in which case, disregard)

A few of additions I would suggest:
/f buffer command (Formats the prompt)
Remove automatic formatting from MPEDIT and a handful of other places -- It's rather difficult when you must make multiple lines to get across one particularly long echo or say.
rgrid building command (Makes a grid of rooms [rgrid (x) (y) (z)])

Post is unread #86 Jun 2, 2011 2:19 am   
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dbna2
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I added the /f function to the editor code he uses. Want a copy?

Post is unread #87 Jun 2, 2011 2:36 am   
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dbna2
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I also had to raise the limit of characters before the auto word wrap would kick in, so programs could be expanded a bit with commands like say and mpecho.

Post is unread #88 Jun 2, 2011 6:51 pm   
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Remcon
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void send_friend_info( CHAR_DATA *ch, char *message )
{
DESCRIPTOR_DATA *d;
FRIEND_DATA *ofriend;

if( !ch || !message || !ch->pcdata )
return;
if( xIS_SET( c->act, PLR_NOFINFO ) )
return;
for( d = first_descriptor; d; d = d->next )
{
if( !d->character || !d->character->pcdata ||
!( ofriend = find_friend( d->character, ch->name ) ) ||
|| ofriend->approved )
continue;
/* Might as well go ahead and update the sex if it is needed */
if( !can_see( d->character, ch ) )
continue;
ch_printf( d->character, "&G[&WFriend-Info&G] &Y%s\r\n", message );
}
}

I'll need to see what your sending to it as well as what kind of output your getting etc...


Some Bugs:
(Not sure if this is the latest update -- my code isn't at 1.40... these things were present in 1.39.)
Redundant checks for magic resistant from ch_ret one_hit() and damage() that prevented a magic item from properly using RIS_MAGIC rather than RIS_NONMAGIC

Care to explain that one more etc...

Create fire and makefire work on water/underwater

Lol yea guess I should add some limits for that one, Thanks.

Corpses have no way to tell whether or not a creature is organic, plant, golem, undead or otherwise -- which leads to very interesting fresh meat items.
A freshly sliced meat from a Copper Golem is here.

Yea should do something about that haha.

Run currently exits one out of a wilderness area, (Unless it's been updated past what I've added in -- in which case, disregard)

Hmm yea I should modify that thanks lol.

A few of additions I would suggest:
/f buffer command (Formats the prompt)
Remove automatic formatting from MPEDIT and a handful of other places -- It's rather difficult when you must make multiple lines to get across one particularly long echo or say.
rgrid building command (Makes a grid of rooms [rgrid (x) (y) (z)])

It wouldn't know how to link them etc... dont like the mapout?
It auto formats everything more or less because of the limitation of the editor itself. At least it takes into consideration for color etc...
Yea I should add a /f sometime for it.

Post is unread #89 Jun 2, 2011 11:18 pm   Last edited Jun 2, 2011 11:22 pm by dbna2
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dbna2
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K I uncommented it, as soon as I get those weird character to show up I will post them here.

Post is unread #90 Jun 2, 2011 11:25 pm   Last edited Jun 3, 2011 12:45 am by dbna2
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dbna2
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Also I just noticed I posted the wrong code here >.> here is the right one:

This is the things I get. î¿jË$
void send_reminder(CHAR_DATA *ch )
{
   FRIEND_DATA *ofriend;
   if ( number_range ( 1, 100 ) >= 5 )
   return;
   int cont = 0;
   char buf[MSL];

    if( xIS_SET( ch->act, PLR_NOFINFO ) )
      return;

      for( ofriend = ch->pcdata->first_friend; ofriend; ofriend = ofriend->next )
      {
         if( !ofriend->name )
            continue;
         if( ofriend->approved )
            continue;
                 cont++;
          }
          if ( cont > 0 )
          sprintf( buf,"&G[&WFRIEND-ALERT&G]&W You have %d people awaitting for approval on your friend list.&D\n\r", cont  );
          stc(buf, ch);
          return;

}

Post is unread #91 Jun 3, 2011 5:26 am   
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Sanus Compleo
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Mapout doesn't work too well for me, keeps crashing my business. In the one_hit code, it checks to see whether wield is magical or not, to see if it will be absorbed etc., and it adjusts the damage accordingly (I -think- don't quote me on that now). It checks once more in damage -- but it doesn't really care if it's from a source other than a skill with IS_MAGIC( dt )... since the dt is a weapon, not a skill and it likely doesn't deal a magical damage type, it will still go through RIS_NONMAGIC. To me, I feel that is a bit redundant... a magical weapon should only take penalties from one resistance -- not two. But that's my opinion on it. I can't remember if it checks the magic resistance at all or not. *shrugs* I got it working by adding an IS_NONMAGIC( dt ) the same way the IS_MAGIC one was, and adding an if else IS_NONMAGIC... (That way it still checks to see if it's a skill or not... if it's not a skill, it simply doesn't resolve the ris for magic/nonmagic, and lets the one_hit code take care of it.)

Post is unread #92 Jun 3, 2011 5:30 am   
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Remcon
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void send_reminder(CHAR_DATA *ch )
{
   FRIEND_DATA *ofriend;
   int cont = 0;
   char buf[MSL];

   if( number_range( 1, 100 ) >= 5 )
      return;

   if( xIS_SET( ch->act, PLR_NOFINFO ) )
      return;

   for( ofriend = ch->pcdata->first_friend; ofriend; ofriend = ofriend->next )
   {
       if( !ofriend->name )
          continue;
       if( ofriend->approved )
          continue;
       cont++;
   }
   if( cont > 0 )
   {
     sprintf( buf,"&G[&WFRIEND-ALERT&G]&W You have %d people awaitting for approval on your friend list.&D\n\r", cont  );
     stc(buf, ch);
   }
}

Try that instead, you have the sprintf in an if check, but the stc is just sending anything no matter what.

Post is unread #93 Jun 3, 2011 10:37 am   
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dbna2
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Lol forgetting brackets.... I thought I was beyond making those simple mistakes.

Post is unread #94 Jun 3, 2011 6:23 pm   
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Remcon
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Lol we all make mistakes so no worries there.

Sanus can you give me more to go on mapout so I can see if there is a problem with it.

I see what your saying about it, just haven't decided yet the best way to handle it.
This is one that is probably from smaug lol, I don't recall adding either, just modifying them to work differently.
For now I'm tossing in a bool to decide if one_hit already handled the ris for it being magic or not, and then just having it skip it in damage if it was already done. Debating on if just redoing damage to do all that would be better lol.

Post is unread #95 Jun 3, 2011 6:51 pm   
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Sanus Compleo
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*shrugs* I basically threw a band-aid that worked over it for minimal changes.
As far as mapout goes, I just keep using it like a disabled monkey trying to use a marker and a piece of paper. Which is to say that I keep using the paper for the restroom and poking myself in the eye with the marker. It isn't pretty. Really just user error on my part -- but I haven't tested it extensively. Plus it's restricted to 40 rooms in width... which really isn't bad, but it's not great either. I've changed it on mine though, to hold a good deal more text.

Post is unread #96 Jun 3, 2011 7:41 pm   
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dbna2
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When do you plan on releasing the next version?

Post is unread #97 Jun 3, 2011 8:38 pm   
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Remcon
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Been considering doing so, keep hearing about issues here and there lol so at least working on the ones I find out about (even if some I just limit or stop). Like the running one that got mentioned just tossed in for it to not do it if your in the wilderness for now haha. Not to much stuff different lol here is the current changelog for the next release.
1.41
-----------------
Removed can_learn_language, show_big_nums, toggle_bexit_flag, parse_bet, can_oedit, smush_tilde, save_all_chistorys, getcolor, show_hash.
   (These are no longer being used).
Removed sysdata.ident_retries.
   (Wasn't being used).
Modified sysdata.morph_opt.
   (Use to only save on shutdown, now will work like an autosave while setting morphs).
Added in so more stuff got renamed when changing names.
   (Added rename_clan_member, rename_council_member, rename_deity_worshipper).
Added in so names are removed more when the pfile is destroyed, player deletes, pfile cleaner deletes pfile.
   (Added in a remove_from_everything).
Made it so notes can be to non pfiles.
   (Use to allow only "all" or a valid pfile).
Modified placement of things here and there.
Fixed two possible leaks from fread_strings.
   (One in act_comm.c-(fread_phistory) and one in polymorph.c-(fread_morph)).
Added in more for nations in do_who.
Modified do_mix to fix it not allowing more then one spell to be mixed.
   (Now uses "mix  [] []").
      (First one 100% success, Second 75% success, Third 50% success).
Added and Modified a few help files.
Made it so if you try to delete a bank account, you have to specify which account to delete.
Made it so just typing bank shows all the accounts you have access too.
Fixed add_phistory so it would actually work like it should.
Modified damage to handle the magical/non-magical part for ris for weapons.
   (Stopped the other places from doing it and instead just let damage handle it).
Made it so you can't createfire or makefire in water sectors.
Added an ACT_CANSLICE for mobiles so you can set up mobiles you want to have corpses that can be sliced.
   (The prototype flag must be set for it to work).
Added in so you can't run while in the wilderness.
   (One day should make it so you can).

Post is unread #98 Jun 3, 2011 10:05 pm   
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Sanus Compleo
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Ah hold on there a second, chief -- ACT_CANSLICE doesn't stop undead/constructs from letting out a death cry and dropping a pool of blood, does it? Fear our robot overlords, for they bleed not. :robot:

Post is unread #99 Jun 4, 2011 1:40 am   
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dbna2
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Might want to add your rename fix for banks to the list.

Post is unread #100 Jun 4, 2011 9:43 am   
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Remcon
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Lol nope sanus it doesn't. Could add a new flag for it I guess on that one I'd go with NOBLOOD or something haha, im still debating if I want CANSLICE or NOSLICE haha.

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