Login
User Name:

Password:



Register

Forgot your password?
IPv6
Jan 25, 2025 10:45 pm
By Samson
mudstrlcpy and mudstrlcat
Jan 18, 2025 5:23 pm
By Samson
I3 and IMC
Jan 17, 2025 9:35 pm
By Samson
AFKMud 2.5.1
Jan 17, 2025 2:22 pm
By Samson
Array out of bounds ?
Jan 16, 2025 4:48 am
By Remcon
SmaugFUSS 1.9.7
Author: Various
Submitted by: Samson
AFKMud 2.5.1
Author: AFKMud Team
Submitted by: Samson
Kayle's Weather Code for AFKMud
Author: Kayle
Submitted by: Samson
AFKMud 2.5.0
Author: AFKMud Team
Submitted by: Samson
SWFotEFUSS 1.5.2
Author: Various
Submitted by: Samson
Users Online
Anthropic, AhrefsBot, Bing, Google, Bytespider, Meta

Members: 0
Guests: 15
Stats
Files
Topics
Posts
Members
Newest Member
503
3,811
19,714
589
xhuul

» SmaugMuds » Codebases » AFKMud Support & Development » Random Treasure System
Forum Rules | Mark all | Recent Posts

Random Treasure System
< Newer Topic :: Older Topic > W X Y Z resets

Pages:<< prev 1 next >>
Post is unread #1 Aug 26, 2013 3:29 pm   
Go to the top of the page
Go to the bottom of the page

Matteo2303
Apprentice
GroupMembers
Posts86
JoinedAug 25, 2003

 
I'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, "W" like (P)ut, X like (E)quip and Y like (G)ive...
But why? Isn'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

Post is unread #2 Aug 26, 2013 7:45 pm   
Go to the top of the page
Go to the bottom of the page

Remcon
Geomancer
GroupAdministrators
Posts1,992
JoinedJul 26, 2005

 
well there are different amounts of arguments for each of the new ones

Post is unread #3 Aug 28, 2013 2:31 am   
Go to the top of the page
Go to the bottom of the page

Matteo2303
Apprentice
GroupMembers
Posts86
JoinedAug 25, 2003

 

Remcon said:

well there are different amounts of arguments for each of the new ones


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:
stralloc_printf( &item->socket[0], "%s", capitalize( arg ).c_str(  ) );


I don't know if it is wanted but in this case if I have a rune called "Test" and a player digits "socked tes" the socket[0] assume "Tes" name and not "Test". Isn't better use rune->name?

Bye!

Post is unread #4 Aug 28, 2013 2:26 pm   
Go to the top of the page
Go to the bottom of the page

Remcon
Geomancer
GroupAdministrators
Posts1,992
JoinedJul 26, 2005

 
I agree lol.

Pages:<< prev 1 next >>