4Dimensions Forum
May 22, 2013, 09:44:40 pm *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: We're trying to improve the mud.  Please check out the following topic along with all of the Macro topics: http://4dimensions.org/forum/index.php/topic,760.0.html

 
   Home   Help Search Login Register  
Pages: 1 ... 8 9 [10]
 91 
 on: October 05, 2012, 05:41:40 am 
Started by Zsijn - Last post by Zsijn
its purging itself on the ground and then reloading in the person inventory rather than just vanishing into space/water/ect?

 92 
 on: October 05, 2012, 03:24:09 am 
Started by Zsijn - Last post by Hayato
Done

Also fixed the output error.  Seems you didn't know about the makeuid command.  Very useful in such a situation.  I've turned your previous while loop that checks everyone in the room if that held a return wand to send that message to all of those people (which is obviously wrong anyway) to the following two lines:

Quote
makeuid owner %self.val2%
%send% %owner% The Return Wand no longer remembers its location.

the wand's val2 variable was of course earlier set to %actor.id%
You cannot use %self.val2% as a replacement for %actor.id%.  This is because the val2 variable is precisely just a variable.  "makeuid" turns that variable back into a unique identifier that can interact with the rest of the script again.



Also fixed an issue that allowed players to hijack ownership of a wand they did not earn.  Kinda silly, since it is supposed to bind to a player.  It also means from now on, players will have to redo the quest themselves if they lose their wand.


and lastly, one question.  Is there any reason at all for the following?

Quote
elseif %actor.room.sector% == Space || %actor.room.sector% == Atmosphere || %actor.room.sector% == Sun || %actor.room.sector% == Black Hole || %actor.room.sector% == Air
  return 0
  wait 1s
  %send% %actor% The wand disappears into the darkness of Outer Space.
  wait 1s
  %send% %actor% Maybe the wand only works on dry land?
 %load% obj 9223 %actor%
  %purge% %self%

Just in case it is not clear, the two lines I highlighted is the item loading a second copy of itself, then purging itself.  I mean.. why?  Maybe I'm just dense and not seeing the point, but that seems entirely unnecessary to me.  Maybe just change the output to floating around uselessly, and skip the purge and load?

 93 
 on: October 05, 2012, 01:37:50 am 
Started by Zsijn - Last post by Molly
Go!

 94 
 on: October 04, 2012, 04:29:29 pm 
Started by Zsijn - Last post by Hayato
That's simply because the countdown variable does not reset when dropping the wand.  It only resets when the timer has completely run out.  I dunno if this was the intent or not, but I'm willing to fix it so it resets every time the wand is dropped if I get the go from Molly or Diandra.

 95 
 on: October 04, 2012, 04:27:48 pm 
Started by Jaros - Last post by Hayato
NOHAS

 96 
 on: October 04, 2012, 06:51:44 am 
Started by Jaros - Last post by Molly
I like the idea about invited Clan friends. Isn't there already something in the Clan code that can declare the Clan at war with or ally with another Clan?
If not there should be, and that could set a flag on the respective kind which in turn could be recognised by some entrance script.

And speaking of scripts, opening the clanhalls to raids would demand removing ot modifying the evict scripts that most Clanhalls seem to have. I just had to put a check for level 52+ on the Vikings evict script, since it made it impossible for me to work on the Clanhall without being thrown out. I remember doing the same to the Chaos Clanhall in the past. Very irritating - and, I'm sure, very effective.

I am hoping that Once is actually working on the open Clanhall feature, since we have now implemented some vital steps.

Are you, Once?

 97 
 on: October 04, 2012, 12:29:31 am 
Started by Jaros - Last post by Jaros
Let's have a discussion about Artisave rooms/raiding, since it's being implemented (which is awesome).  Specifically if we're finally opening up clan halls, should we talk about some system for defending our clan halls?

EG:
Hiring high level mobs to attack outsiders
Traps in certain rooms

Should we treat invaders differently to people who are invited in?  We could have an INVITED, or CLAN_FRIEND status that allows you free access to a clanhall.  If you enter a clan without that status you are considered an invader and subjected to defenses, attacked by mobs.

What else might work?  And which currency to pay with?  Tokens, tradepoints, deed points, gold..

 98 
 on: October 03, 2012, 07:14:17 pm 
Started by Zsijn - Last post by Prometheus
Thotter or Graham will need to look at this since it seems to be an issue with the script. It might be an issue with dg scripts remembering variables then it goes right to Thotter. Otherwise one of them need to look it over.

Prometheus.

 99 
 on: October 03, 2012, 02:09:33 pm 
Started by Zsijn - Last post by Loria
I have had similar things happen to me with the Magic Return Wand. I know a couple others have complained about this same issue, too.

Additionally, it seems to me that if one wand in the room forgets its location, everyone's wand in that room forgets its location.

 100 
 on: October 02, 2012, 03:57:04 pm 
Started by Zsijn - Last post by Hayato
HEY maybe we should continue discussing such a system so I can keep giving you awesome ideas about an awesome new system that you can wipe your nose at or something

Pages: 1 ... 8 9 [10]
Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!