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Topics - Kvetch

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1
General Discussions / Heya All
« on: September 05, 2022, 02:27:56 pm »
Actually, this is 4D related.  I am just wondering who still pops there heads in now and again.  I have slowly started to pop on again after a few years of being away and noticed there is never anyone on.  I am wondering if there is enough interest for me to start building again (after I remind myself how to do it).  Mobs, objects and rooms won't be hard (never were), but those scripts.. it's always been those D**N scripts.  Even now as I look over the typo file and try to fix some of the scripts I try to remember how things went.  Yet, I have been able to fix a couple of easy ones (yay?).  I may be on and off the next couple of days, but in about a week I will be gone for 2 weeks.  So, if you do pop in, and I happen to be on, feel free to poke me and say Hello.  :)

2
Building Board / Checking to see if a door is open or closed
« on: September 18, 2016, 07:25:12 pm »
I'd been whining about this for a while:
When you have an exit that has a door do you:
1) describe the door : like look east - you see a large oak door - since the player wouldn't know what room was beyond it unless they have already visited it, or
2) describe the room that lies beyond the door: like look east - you see the library there - since they should be able to know the neighboring room is a library if the door is open.

If the door is closed, 2 doesn't make sense.  If the door is open, 1 doesn't make sense, but there was always only one exit description.

After whining again yesterday, Roland did a look into it for me and found out this:

room trig:

if %self.east% /= closed
 
and in a mob trigger:

if %self.room.north% /= closed
 
See http://old.tbamud.com/Oasis_DG_pages/contents/variables.htm in the Rooms section for the details.

So now, if you're really into doing scripts and really want a different description for your exit if there is a door - you can do it. 

Yay.

3
Building Board / Day/Night script
« on: September 03, 2016, 10:42:40 am »
Ever since the night description code was put into the mud, I've been interested in having other things be day/night - like smell and listen - and sometimes even touch.  A couple years ago Parnassus came up with something that didn't quite work, but it is the basis for what I've started using which is this:
if %time.hour% > 6 && %time.hour% <21
  return 0
  halt
else

This checks to see if the hour is between 6am and 9pm (daylight hours for the mud).  If it is, it will use whatever I have put into the listen/smell room description.  If it isn't - that's where the else comes in.

if %cmd.mudcommand%==listen
%send% %actor% - whatever it is you want them to hear at night that isn't there during the day.
halt
elseif %cmd.mudcommand%==smell
%send% %actor% - whatever it is you want them to smell at night that isn't there during the day
halt
else
return 0 - in case the player is trying to do something other than listen or smell, like move or look at things or... stuff like that.
end

Obviously if you do this for more than one room, you'll have to add a check in for the room vnum (which, strangely %room.vnum% doesn't seem to work, but %actor.room.vnum% does).

So, in the end my current script looks like this:

if %time.hour% > 6 && %time.hour% <21
  return 0
  halt
else
  if %cmd.mudcommand%==listen
    if %actor.room.vnum% == 47108
      %send% %actor% You hear some horses whiney from the barn.
      halt
    elseif %actor.room.vnum%== 47113
      %send% %actor% You hear horses whineying a complaint from the barn.
      halt
    end
  elseif %cmd.mudcommand%==smell
    if %actor.room.vnum%==47108
      %send% %actor% There is a strong scent of manure coming from the barn.
      halt
    elseif %actor.room.vnum%==47113
      %send% %actor% The smell of fresh manure assaults you from the pasture to the south.
      halt
    else
      return 0
    end
  else
    return 0
  end
else
  return 0
end

4
Scripting Board / The "Tor" issue fix
« on: January 13, 2016, 10:10:19 am »
There has been an issue with names like Tor or Pix working in scripts due to mobs with the same start to their names: for example: torture victim, tortoise, pixie, etc.  So, there is now a way to make scripts so Tor and Pix (and anyone else with short names like that) can be affected.

Here is Roland's statement and example:

Added playeruid to scripting to make working with a player easier.
  playeruid p <name> sets the uid of the player to p. The name has to match
  completely, or p will be empty.
  Example for a mob trigger:
 
  playeruid p tor
  if %p%
    dg_cast 'shield' %p%
    if %self.room% == %p.room%
      %load% obj 3301
      give token tor
    else
      %send% %p% I wanted to give you something but you're not here.
    end
  end
 
It seemed easy enough, but obviously not easy enough for me as I tried to just put in one line to have it all work right and, of course it didn't.  So, here is the update of my voodoo doll script - originally taken from The Builder's Academy, but adapted to work on 4D.  I had to change pin to stick, because the pinch social interfered with it, but otherwise it was mostly someone else's code.  I have tested this plenty of times on Tor just to make sure it works and it does.  For those that want to know: Num Arg 2 is so it can be used in inventory - you don't have to be holding it.  Arg list: stick is the command to use to work the voodoo doll.  It also needs a victim to stick, thus the %arg% in the script.  Of course, the pain of this is, you have to use someone's FULL NAME to use it.  Celestia can not be shortened to Cel or Celest, it has to be Celestia.  I know this, I just tried it - Sorry Celestia.

Name: 'voodoo script',  VNum: [ 1286], RNum: [  350]
Trigger Intended Assignment: Objects
Trigger Type: Command , Numeric Arg: 2, Arg list: stick
Commands:
playeruid p %arg%
if !%p%
  %send% %actor% Who do you want to pin with the voodoo doll?
else
  eval dmg %p.hitp% * 100 / %p.maxhitp%
  if (%dmg% > 25)
    eval pain %random.15%
    switch %pain%
      case 1
        set hurt back
      break
      case 2
        set hurt head
      break
      case 3
        set hurt stomach
      break
      case 4
        set hurt left eye
      break
      case 5
        set hurt chest
      break
      case 6
        set hurt right eye
      break
      case 7
        set hurt left arm
      break
      case 8
        set hurt right arm
      break
      case 9
        set hurt left leg
      break
      case 10
        set hurt right leg
      break
      case 11
        set hurt groin
      break
      case 12
        set hurt left foot
      break
      case 13
        set hurt right foot
      break
      case 14
        set hurt throat
      break
      case 15
        set hurt heart
      break
      default
      break
    done
    %send% %actor% You slowly push a pin into the voodoo doll of %p.name%'s %hurt%.
    %echoaround% %actor% %actor.name% slowly pushes a pin into a voodoo doll.
    %send% %p% You suddenly feel a sharp stabbing pain in your %hurt%!
    %echoaround% %p% %p.name% suddenly screams with pain, clenching %p.hisher% %hurt%!
    %damage% %p% 10
    wait 20 s
  elseif %dmg% < 26
    set msg %random.5%
    switch %msg%
      case 1
        %send% %actor% %p.name% has suffered enough!
      break
      case 2
        %send% %actor% %p.name% can't take it anymore!
      break
      case 3
        %send% %actor% %p.name% is too weak!
      break
      case 4
        %send% %actor% %p.name% is still writhing in pain!
      break
      case 5
        %send% %actor% %p.name% won't survive another pin!
      break
      default
      break
    done
  end
end

5
Building Board / Links to help builders
« on: August 05, 2015, 11:06:55 am »
I admit that sometimes I'm trying to come up with how to describe the same forest over and over and.. the same caves over and over and... the same swamp over and over and... .. you get the idea.   Also, what little items might someone find in/around an altar/statue/doors... So, I try to find things online to help.  I'll be posting links here as I find them.  Other people can as well.

Oh, and for you roleplayers, these are good for you as well.

I like free so: http://www.ragingswan.com/free-resources/

Another link I use a lot (I've even bought things from it though their free stuff can be useful as well):
http://www.drivethrurpg.com/




6
News & Announcements / Absense
« on: July 30, 2015, 08:13:44 pm »
It seems my Ubutu/Wine/Mush client has decided to crash so, after my note to everyone that I was back, it seems I am not.  I may not be on until I can find a new laptop which may be a while.  I will continue to check to see if my mush client decides to work off and on, but I'm seeing no help for it.  Enjoy the extended silence while you can.

7
Building Board / New stuff, please explain
« on: July 21, 2015, 12:12:04 pm »
While I do like new stuff going in to the building, and I admit I have been mostly afk for a bit... can someone explain to me how to use option J under oedit?  I believe this is where "material" used to be - as that question does come up, but there is much more to it than that now and I don't know how to answer any of the questions.

J) Crafting

1) white                 2) black                 3) red                 
 4) yellow                5) blue                  6) green               
 7) orange                8) violet                9) emerald             
10) firecoloured         11) purple               
Enter Colour value :

I'm assuming you want to know the color of the item?  What if it's more than one color?  For example, I am working on a harpoon - the barbs of it should be a metal color, so I would choose silver/chrome/steel - not a choice.... so.. we'll go with black - perhaps they dyed it..

 1) horrible              2) crappy                3) average             
 4) decent                5) good                  6) excellent           
 7) magnificent         
Enter Quality value :

Quality of my item?  I'll assume since it's oedit.. erm... It was previously used so it's not magnificent, but it is still quite sharp so.. it's either good or excellent...

 1) glass                 2) iron                  3) gold                 
 4) silver                5) copper                6) zinc                 
 7) chromium              8) tungsten              9) carbon               
10) coal                 11) basalt               12) silica               
13) diamond              14) plastic              15) tin                 
16) leather              17) hair                 18) wool                 
19) wood                 20) magic-wood           21) bone                 
22) ceramic              23) mithril              24) obsidian             
25) steel                26) stone                27) glass               
28) organic              29) currency             30) paper               
31) cotton               32) linen                33) silk                 
34) burlap               35) nylon                36) platinum             
37) adamantite           38) onyx                 39) ivory               
40) brass                41) marble               42) bronze               
43) pewter               44) ruby                 45) sapphire             
46) emerald              47) gemstone             48) granite             
49) energy               50) hemp                 51) crystal             
52) earth               
Enter Material value :
Again, it is multiple materials - iron/wood/metal/rope (barbs/shaft/chain/rope handle), but I wanted to say it was made of iron, so I do so.

Enter Dyecount value :

Erm.. what?  this is where I"m starting to think this is *just* for the crafting stuff that's gone in as I can't even answer this.. but it won't let me out so.. 1...

1) oak                   2) maple                 3) elder               
 4) elm                   5) beech                 6) chestnut             
 7) ash                   8) aspen                 9) alder               
10) birch                11) plane                12) pine                 
13) sycamore             14) fir                  15) cypress             
16) larch                17) cedar                18) judas               
19) cinnamon             20) shadowfell           21) ironwood             
22) ebony                23) juniper              24) ginkgo               
25) yew                  26) carob                27) almond               
28) cherry               29) apple                30) pear                 
31) plum                 32) orange               33) willow               
34) dogwood              35) spindleberry         36) paloverde           
37) cotton               38) buffalo              39) mammoth             
40) elephant             41) krelloc              42) python               
43) sea snake            44) serpent              45) rattlesnake         
46) cobra                47) snake                48) crocodile           
49) firelizard           50) reptile              51) kid                 
52) lamb                 53) calf                 54) deer                 
55) stag                 56) buck                 57) hind                 
58) antelope             59) kangaroo             60) goat                 
61) sow                  62) swine                63) pig                 
64) elk                  65) mare                 66) colt                 
67) gelding              68) bronco               69) mustang             
70) stallion             71) pony                 72) mule                 
73) donkey               74) steer                75) bull                 
76) cow                  77) heifer               78) ox                   
79) oryx                 80) ram                  81) ewe                 
82) horse                83) sheep                84) cattle               
85) bear                 86) leopard              87) mink                 
88) panther              89) beaver               90) otter               
91) giraffe              92) cheetah              93) weasel               
94) bobcat               95) tiger                96) puma                 
97) coyote               98) chipmunk             99) marmot               
100) vole                 101) prairie dog          102) muskrat             
103) polecat              104) ferret               105) woodchuck           
106) mole                 107) racoon               108) skunk               
109) badger               110) wolverine            111) silverfox           
112) rat                  113) hare                 114) rodent               
115) marten               116) ermine               117) worg                 
118) lion                 119) cougar               120) wolf                 
121) rabbit               122) bunny                123) squirrel             
124) fox                 
Enter Origin value :


Ok.. this is definately just for crafting.. let me out!!!  123

So I ended up with:
Colour: black   Quality: magnificent
Material: iron   Dyecount: 1
Origin: squirrel   Stage: 1

Yeah.. no..quit, do not save...  Though I do like how it tells you everything at the end, I don't understand what I was doing at all.  Is there a new "how to craft items" page I've not seen that explains all this?  Is there anywhere somewhere I've not seen that explains all this?

And where did my material choice go?  Or do we only care about that when crafting now?  Most items *are* of multiple material, so maybe...

8
Crafting Main Board / Player Response to Crafting FAQ?
« on: January 24, 2015, 04:28:47 pm »
I think it odd to lock a post that you want comments on, so we'll just do the basics of what the post seems to be we're looking for in relation to the Crafting skills being worked on.  Here were the questions at the end.  Please feel free to comment on any of these, or anything else you feel should be considered.

    How Realistic Crafting Should Be
    How Players Learn Crafting Skills
    The Limit A Player Can Learn
    Leveling The Skills
    Trading Crafted Items
    Balancing Crafted Items
    Types Of Crafts

9
Building Board / Something New In Building Mobs!!
« on: June 22, 2014, 10:53:24 am »
Thotter has graced us with his skills and has created custom walkin/walkout for mobs. This means you can create a walkin and walkout for any of your mobs in the game - no more needing to script it on every room for every mob.  Of course, if you don't want to use it, you just leave the choices blank and the default will still be used.

The variables are $n for the mobs name and $n and $d for the direction.  For example:

P) Arrive    : $n has arrived from the $d, hopping like a rabbit.
Z) Leave     : $n marches $d, muttering something about demonstrating custom moves.

Put on a cityguard looks like this:

A cityguard marches north, muttering something about demonstrating custom moves.
A cityguard has arrived from the north, hopping like a rabbit.

10
Suggestions & Ideas / Death Traps
« on: May 19, 2014, 10:18:20 pm »
Not sure why anyone else hasn't decided to bring this over here (other than the poll that had been up that I can't seem to find now), so I guess I'll do it.

The idea is that DT's as they currently are, are a bit to harsh as you lose all of your eq.
We do have DT insurance that you can buy that will cover the items either one by one, or all of the *current* (at time of insurance purchase) set you have (which means anything you pick up and change out after you insure your complete outfit is not covered).

Current prices: (Provided by the DT Insurance company by recall)

FULL INSURANCE:
Seekers (0 remorts):  500 TP or  1 silver
1-4 Remorts:         2500 TP or  5 silver
5-10 Remorts:        5000 TP or 10 silver
11 Remorts or more:  7500 TP or 15 silver
*
SINGLE ITEM INSURANCE:
Seekers (0 remorts):   50 TP or  1 bronze  per item
1-4 remorts:          250 TP or  5 bronze  per item
5-10 remorts:         500 TP or 10 bronze  per item
11 Remorts or more:   750 TP or 15 bronze  per item
*
Once you hit a DT and get restored, the Insurance is no longer valid, and
has to be renewed.

So far the opinions seem to be:
1) Get rid of DT's altogether.
2) Add More DT's as it makes people more careful.
3) Change the way DT's  work.
 -- Instead of outright taking all your eq it could:
 ---1) Destroy your current weapon or focus
--- 2) Drop you down a few levels - possibly to Level 1 of your current Tier? Or more?
--- 3) Just take away XP
--- 4) Random piece of (uninsured) eq lost.  Maybe a few pieces, but not everything.
--- 5) DT's only affect GM's
--- 6) Change DT "full coverage" insurance so it covers the set of eq that you hit the DT with.



From Lionheart:

- Inflict damage (level loss, gold loss) based on remorts
- Sudden Agonising Death (takes around 10min to DIE at the highest level) every minute
strips a level and gold out of your character
- Loss of a random piece of EQ only at GM level
- Addition of a player flag (DT) that lasts until the player quits or if it's possible
to code to last for a week

From Xerxes:
Perhaps take away equipment removal altogether, because there is grey waters
with losing personal items.  What can be more of a time sink is losing all of
your levels or partial based on your remorts as mentioned before.  Examples:
Under 4 remorts 15% total exp loss required for remort (telrr).
4 to 8 remorts 30% telrr
8 to 12 remorts 50% telrr
12-18 remorts 65% telrr
18-24 remorts 80% telrr
24-32 remorts 95% telrr
32+ remorts 100% telrr (32 remorts will typically be GM status)

This will make a significant hit on the player with XP but it's easier
to help someone get XP back than gear since gear is a bit more
frowned upon. This will definitely make them hurt and it would suck
to be exploring hit a dt and be set back to level 1.

From Bane:
Fix Dt insurance, adjust prices, adjust farming areas for TPs. Hell even allow gold(at a very high price) be a payment. DT insurance was made to prevent people from losing personal items. If they cant take the time to work on getting the insurance thats their own fault.

Perhaps instead of having to cover each item in your inventory, you give a option to cover all Inventory, An option to cover all equipment, AN option to cover everything, an option to cover a container with all items in container(regardless of how much), and last but not least single item protection.

From Once:

We leave DTs and DT Insurance mostly as they currently
are, but when you DT you are given the opportunity to "do a deal with the devil".

When you do this the game offers you a chance to save certain items
that would be destroyed otherwise, but in return you have to pay in
percentages of gold (rather than raw numbers), based on total gold on hand
and in bank. Additionally you give up a percentage of your future earned
exp (not to exceed 50% in total) until the EXP equivalent to a full level
1 - 50 remort for you is paid (the base cost of the deal itself).

You can save your items if you want, you can basically "DT Insure after the
fact" but it teaches you a very painful lesson about insurance very quickly.
And if you're still a newb maybe an angel saves you from making this deal.

It might also be cool to make it so if your clan has the deed to the zone
with the DT in it then there's a chance you get away with only the exp
penalty or some such.


So, there are the current thoughts and ideas.  The board was getting full of them, so I thought putting it here would be easy for everyone to read instead of going through all the posts.  What does everyone think?  What should we do with DT's?  any of the combinations above sound like a good idea?  Anything that would make DT's not be such a heart wrenching issue, but will still make it an "oh, shit, I don't want to do that again" moment?






11
Scripting Board / Why isn't this working?
« on: May 17, 2014, 07:12:08 pm »
I have a script where I"m trying to let the mob have a variety of things they can answer.  Now, I've seen this done and I've done tsearch on scripts to make sure I have the right structure.  My question is this:  Why is it when I use any word that is not checked in the script, it does a syslog error?

Trigger Type: Speech, Numeric Arg: 1, Arg list: *
Commands:
wait 1s
If %speech.contains(doing?)%

I have a whole list of words it's checking for, and each of them hit fine and work without the syslog error, but once I say anything other than what's listed instead of getting nothing, I get: [ Trigger: Angel Speech, VNum 28093, type: 0. unknown room field: 'contains ' ]

Looking at the way the scripts on the game port end, I don't see why this is happening.

12
Scripting Board / Impossible script?
« on: May 13, 2014, 04:09:42 pm »
Caly has decided to try and make me do an impossible script, so I need help.

Basically, a ring that Stile will be wearing will make it impossible for anyone but Caly to mount him.  What I've tried to do doesn't seem to work as Stile doesn't have a command for the ring to block anyone, the ring just does it.  So.. help?

13
Building Board / Zedit
« on: February 27, 2014, 07:51:24 pm »
I want to touch on zedit briefly as I know I don't know everything about it, but as I'm going through Dragon Forest which was built years ago, but also taken out years ago, I am noticing one small error in zedit that I want to make sure everyone is aware of.

Zedit is something we really don't cover, but it's how you load your mobs and objects into various rooms of the zone.  The thing I want to touch on is the "how many" that is asked when you do this.  That question isn't referring to "how many in this room" it's "how many in the whole mud"  And when you're talking objects, you're also talking the pfiles of players that haven't played for years.

For mobs, you want to make sure you cover how many copies of that mob you're going to have throughout your whole zone.  Currently, I've found at least one instance where the zedit calls for a total of 2 mobs, but I have at least 3 places that they can load - this doesn't work as it will never load in the 3rd place.

For objects, you want to cover how rare you want that particular object to be.
5 seems to be extremely rare (and realize once people have those 5, it will never load on your mob/ in your room again).
10 is still rare
50 is starting to be quite common
100 - everyone probably has one and a spare.
I've gotten to the point where I use 1000 for keys - just to make sure they'll always load (and now I'm going to have someone go and grab 1000 copies of the same key, just so it won't.  :P)  Anything that I think is needed for a quest and I want to make sure will load, get's 1000 on it.

Molly may not agree with my statements above with rarity, I'm just taking a stab in the dark with what I see (which, if it's dark isn't much).  ;)

Kvetch

14
News & Announcements / Building Contest
« on: November 18, 2013, 01:16:13 pm »
Here it is, the middle of November and we only have 2 entries into the building
contest.  Just a reminder as to what that is:
Any player that submits a zone (as long as it is complete) before the end of
the year will get one gold token.
The WINNER of the contest will get 3 gold tokens and the
Builder of the year award!

Zones currently in the contest are:
Utopia - by Snowbird and finished by Molly
Village of Gelindril and the Flying Fortress - by Tocharaeh

15
Scripting Board / Advanced Scripts
« on: October 29, 2013, 06:10:31 pm »
This will be a breakdown of all of the Scripts in the Advanced Scripts Document that is sent out to new scriptors.  I will break each part down by their parts.  Perhaps using this we can come up with new examples to use in an updated version of this handout.   These current examples are what's in the current handout - I have skipped section 0, though may add on some of the information there at the end. Here is the index of what will be here.

1.  PERSONAL REMOTE FLAG

2.  PERSONAL GLOBAL FLAG

3.  TAKE/GIVE PREVENT/RESTRICT

4.  RESTRICT CONSEQUENCES OF AN ACTION TO A CERTAIN ROOM/ROOMS

5.  RANDOM SCRIPTS

6.  DOUBLE KEYWORD SPEECH SCRIPT

7.  LOAD HELPER

8.  LOAD SEVERAL HELPERS

9.  MOB TRANSFORM AND HEAL

10. OBJECT TRANSFORM

11. ROOM SWITCH

12. RESTRICT ENTRY

13. RANDOM LOAD MOBS

14. RANDOM LOAD OBJECTS

15. MULTIPLE RECEIVE

16. AVOID THE USE OF CHARMED MOBS IN RESTRICTED QUESTS

17. MULTIPLE ANSWERS

18. EXPERIENCE SCRIPT AND ONCE PER REBOOT SCRIPT

19. FOLLOWER IN RESCUE QUESTS

20. GOLD SCRIPT

21. HUNT SCRIPT

22. GROW FLOWER

23. TWO ITEMS WORN TOGETHER BECOME STRONGER

24. DOOR SCRIPTS

25. CONTAINER SCRIPTS

26. MAKE A MOB HUNT A CERTAIN PLAYER

27. TIME SCRIPTS

28. NUM ARG ON OBJECT SCRIPTS

29. DAMAGE ACTOR IN PROPORTION TO HITPOINTS

30. ZONE ECHO

31. PREVENT FROM USING TWO OF THE SAME ITEM

32. CHECK FOR PLAYERS IN THE ROOM

33. STOP SCRIPT LOOP

34. %ACTOR% and %ACTOR.NAME%, HIS AND HER

35. %PURGE% RULES

36. COMMAND TRIGGERS

37. SET PLAYER FLAGS WITH SCRIPTS

38. RANDOM SPELLS ON A POTION

39. SEX CHANGE AND ABORTION PILLS

40. ARRAY EXAMPLES

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