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  <title>SmaugMuds - Topic: Random Treasure System</title>
  <link>https://smaugmuds.afkmods.com/index.php?a=rssfeed&amp;t=4739</link>
  <description>The largest Smaug community resource site. - W X Y Z resets</description>
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   <title>Random Treasure System</title>
   <link>https://smaugmuds.afkmods.com/topic/random-treasure-system-4739/&amp;p=23074#p23074</link>
   <description>I agree lol. </description>
   <guid isPermaLink="true">https://smaugmuds.afkmods.com/topic/random-treasure-system-4739/&amp;p=23074#p23074</guid>
   <pubDate>Wed, 28 Aug 2013 14:26:58 CDT</pubDate>
   <category>AFKMud Support &amp; Development</category>
   <author>nobody@example.com (Remcon)</author>
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   <title>Random Treasure System</title>
   <link>https://smaugmuds.afkmods.com/topic/random-treasure-system-4739/&amp;p=23073#p23073</link>
   <description> [quote=Remcon]well there are different amounts of arguments for each of the new ones[/quote] Yes, but imho is much better and simple add optional args to standard G, E, P, O rather than adding new W, Z, X, Y. However I notice another thing in do_socket function: [code]stralloc_printf( &amp;amp;item-&amp;gt;socket[0], &amp;quot;%s&amp;quot;, capitalize( arg ).c_str(  ) );[/code] I don&#039;t know if it is wanted but in this case if I have a rune called &amp;quot;Test&amp;quot; and a player digits &amp;quot;socked tes&amp;quot; the socket[0] assume &amp;quot;Tes&amp;quot; nam</description>
   <guid isPermaLink="true">https://smaugmuds.afkmods.com/topic/random-treasure-system-4739/&amp;p=23073#p23073</guid>
   <pubDate>Wed, 28 Aug 2013 02:31:37 CDT</pubDate>
   <category>AFKMud Support &amp; Development</category>
   <author>nobody@example.com (Matteo2303)</author>
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  <item>
   <title>Random Treasure System</title>
   <link>https://smaugmuds.afkmods.com/topic/random-treasure-system-4739/&amp;p=23064#p23064</link>
   <description>well there are different amounts of arguments for each of the new ones</description>
   <guid isPermaLink="true">https://smaugmuds.afkmods.com/topic/random-treasure-system-4739/&amp;p=23064#p23064</guid>
   <pubDate>Mon, 26 Aug 2013 19:45:22 CDT</pubDate>
   <category>AFKMud Support &amp; Development</category>
   <author>nobody@example.com (Remcon)</author>
  </item>
  <item>
   <title>Random Treasure System</title>
   <link>https://smaugmuds.afkmods.com/topic/random-treasure-system-4739/&amp;p=23057#p23057</link>
   <description>I&#039;m porting AFKMUD random-treasure system from C++ to C Smaug I notice that in AFKMUD codebase are added some specific random resets: Z like (O)bject, &amp;quot;W&amp;quot; like (P)ut, X like (E)quip and Y like (G)ive... But why? Isn&#039;t more simple use standard O, P, E, and G and check if the reset object is OBJ_VNUM_TREASURE ? In this case we need just add some reset args to (O), (P), (E) and (G) for control generate_random. Same result but with more semplicity I think. bye matteo</description>
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   <pubDate>Mon, 26 Aug 2013 15:29:36 CDT</pubDate>
   <category>AFKMud Support &amp; Development</category>
   <author>nobody@example.com (Matteo2303)</author>
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