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Messages - Kvetch

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31
Building Board / Re: GlobalTime triggers
« on: August 26, 2014, 07:25:47 am »
Parn and I keep going between GlobalTime and Time - both of which seem to work just fine in the Dragon Master zone with only imm's in the zone - we tested that last night too to make sure.  But this one seems to think it doesn't have to work.  And if the ghosts don't load when they should without anyone in the zone then players may end up spending a lot of time in what looks to be a dead zone because there are no mobs.  All of these mobs should load up in the rooms they belong in at 11pm - whether or not someone is in the zone.  After Parn left yesterday it worked fine twice (with only me on the port) so I took out the zecho's she had to know if each room fired and sent a note in the game port that it was working right and what to check for if something like this happened to other builders.  When I came back from a much needed nap, it wasn't working again unless Parn had her test mortal on.  So, can someone help figure out the problem because it's not going to go into the game port unless it's working right which will suck for Halloween.

Name: 'Load Night Mobs',  VNum: [27587], RNum: [ 1696]
Trigger Intended Assignment: Rooms
Trigger Type: Time, Numeric Arg: 6, Arg list: None
Commands:
if %self.vnum% == 27505
  %load% mob 27521
elseif %self.vnum% == 27542
  %load% mob 27515
  %force% couple north
  %load% mob 27515
  %force% couple east
  %load% mob 27515
  %load% mob 27515
elseif %self.vnum% == 27544
  %load% mob 27528
  %load% mob 27520
  %load% mob 27520
  %load% mob 27520
elseif %self.vnum% == 27550
  %load% mob 27520
elseif %self.vnum% == 27552
  %load% mob 27504
  %load% mob 27504
  %load% mob 27504
elseif %self.vnum% == 27553
  %load% mob 27516
elseif %self.vnum% == 27555
  %load% mob 27527
end

One last note.  Parn did take out the elseif's and put ends in front of each if statement to see if that would help.  It did not.

32
General Discussions / Re: 4D plugin with mudlet
« on: August 24, 2014, 07:56:12 am »
I may be able to now that I bought a new laptop - one that can run windows instead of linux.  Seriously, I wasn't inclined to figure out how to download the extra stuff when I wasn't sure my computer could even handle it - and the fact I couldn't handle doing anything "extra" with my computer other than what a friend of mine downloaded onto it didn't help any.  Problem now is - I'm scared of the new laptop...  So still using the old one currently.  *hehe*

33
General Discussions / Re: 4D plugin with mudlet
« on: August 22, 2014, 07:47:45 am »
I'm not sure that's the problem.  I use the mushclient, but without the added windows (just the main one with everything on it) and I still have issues with typing things in and not having the whole thing show up.  I just figured it was my computer.

34
Scripting Board / Re: Trigger of the .... something
« on: August 03, 2014, 01:03:21 pm »
I got this script from a visitor from TBA that was asked to help out on another zone.  I've left in all of her comments on it even before the script because it all sounded like valuable information when dealing with the script.  This should be able to be adapted for any cooking anyone wants to do.  So, from Parnassus:

I've tried this on TBA and it seems to work.  First, you need to decide where to put it.  If you put it on a room, such as a kitchen,  or a mob, such as a cooking teacher, Numeric Arg is 100.  If you put it on something like a pot or a skillet, Numeric Arg is 2 (in inventory)  or a heatsource, such as a stove should be 4 (in the same room).

Next, set the vnums.  Each ingredient and each food needs a vnum.  On TBA, I just used various foods that seemed similar, just for experimenting with.

If it works the way you wanted it, create the items.  I've set up recipes for various dishes with an explanation of the bonus of each dish.  Wisdom is missing since I couldn't think of anything but the dishes I have probably don't seem connected either, such as Mario's mushrooms for a constitutional boost.  I'd have liked a nice dish of brains but I don't think that's an ingredient on 4d.  Of course though, the trigger is extremely expandable by inserting new ingredients in one section and recipes in two sections.

If you need any changes, let me know.  If it isn't what you were looking for at all, let me know that too.  I can think of places to use it so it won't be wasted if you can't use it.  One change might be to add a list of missing ingredients.  I was thinking of that but it would add about 3 to 5 lines to each recipe as well as another 5 to 10 lines in the error section.

If you try to /fi this, it won't format.  I think this is because of the mix of ifs/ends and switches/breaks.  I've tried to pre-format it in sections for easier reading.

1) Name         : Cooking
2) Intended for : Objects
3) Trigger types: Command
4) Numeric Arg  : 2
5) Arguments    : cook
6) Commands:
* Prep work - ingredients
* Insert proper vnums here.
set ing_almonds
set ing_cocoa
set ing_carrots
set ing_cheese
set ing_eggs
set ing_fish
set ing_flour
set ing_garlic
set ing_lemon
set ing_mushroom
set ing_potato
set ing_spinach
set ing_sugar
* Prep work - finished dishes
*Insert proper vnums here.
set dish_quiche
set dish_pancake
set dish_fish
set dish_mushroom
set dish_cake
set dish_fritter
* Prep work - recipes
set quiche _spinach _quiche
if %quiche.contains(_%arg%)%
  set food spinach quiche
  set quan a
end
set pancake _potato _pancakes
if %pancake.contains(_%arg%)%
  set food potato pancakes
  set quan some
end
set fish _fish _almondine
if %fish.contains(_%arg%)%
  set food fish almondine
  set quan some
end
set mushrooms _stuffed _mushrooms
if %mushrooms.contains(_%arg%)%
  set food stuffed mushrooms
  set quan some
end
set cake _chocolate _cake
if %cake.contains(_%arg%)%
  set food chocolate cake
  set quan a
end
set fritter _carrot _fritters
if %fritter.contains(_%arg%)%
  set food carrot fritters
  set quan some
end
** Start of Heatsource check
* If the trigger is on a room or a heatsource, delete this section.
* If the trigger is on an object, verify numeric arg.
* Numeric Arg 2 is in inventory, such as a pot.  Numeric Arg 4 is in the same room, such as a stove.
  set heatsource 0
  eval inroom %self.room%
  eval obj %inroom.contents%
  * find the first object in the room
  while %obj%
    set next_obj %obj.next_in_list%
    set objlist %obj.name%
  if %objlist.contains(fire)% || %objlist.contains(stove)% || %objlist.contains(oven)%
  eval heatsource heatsource + 1
  end
  * find the next object for the while to loop
  set obj %next_obj%
  done
if %heatsource% == 0
%send% %actor% You can't find any heat to cook with.
halt
end
** End of Heatsource check
switch %food%
  case spinach quiche
    * Strength - spinach quiche - eggs spinach cheese
    set ing1 %ing_cheese%
    set ing2 %ing_eggs%
    set ing3 %ing_spinach%
    set dishvnum %dish_quiche%
  break
  case potato pancakes
    * Dexterity - potato pancakes - potato eggs flour
    set ing1 %ing_eggs%
    set ing2 %ing_flour%
    set ing3 %ing_potato%
    set dishvnum %dish_pancake%
  break
  case fish almondine
    * Intelligence - fish almondine - fish almonds lemon
    set ing1 %ing_almonds%
    set ing2 %ing_fish%
    set ing3 %ing_lemon%
    set dishvnum %dish_fish%
  break
  case stuffed mushrooms
    * Constitution - stuffed mushrooms - mushrooms garlic cheese
    set ing1 %ing_cheese%
    set ing2 %ing_garlic%
    set ing3 %ing_mushroom%
    set dishvnum %dish_mushroom%
  break
  case chocolate cake
    * Charisma -  chocolate cake - flour sugar cocao
    set ing1 %ing_cocoa%
    set ing2 %ing_flour%
    set ing3 %ing_sugar%
    set dishvnum %dish_cake%
  break
  case carrot fritters
    * Night vision - carrot fritters - carrots flour eggs
    set ing1 %ing_carrots%
    set ing2 %ing_eggs%
    set ing3 %ing_flour%
    set dishvnum %dish_fritter%
  break
  default
    %send% %actor% You don't seem to know how to cook that.
    halt
  break
done
if %actor.has_item(%ing1%)% && %actor.has_item(%ing2%)% && %actor.has_item(%ing3%)%
  %send% %actor% You cook up %quan% %food%.
  %echoaround% %actor% %actor.name% cooks up %quan% %food%.
  %purge% %actor.inventory(%ing1%)%
  %purge% %actor.inventory(%ing2%)%
  %purge% %actor.inventory(%ing3%)%
  %load% obj %ing1%
  %load% obj %ing2%
  %load% obj %ing3%
  %load% obj %dishvnum% %actor% inv
else
  %send% %actor% You don't have what you need to make %quan% %food%.
  halt
end

35
Suggestions & Ideas / Re: Non standard game commands
« on: July 31, 2014, 08:24:40 pm »
hrm.. cls and clear don't seem to work for me.

36
Suggestions & Ideas / Re: Non standard game commands
« on: July 31, 2014, 09:11:46 am »
nobrag I am assuming turns the "brag" channel on/off - like nogos, etc.  That way you don't have to be pestered by the messages when someone is killed by something that would brag.

recho is the RPL/IMM command that lets you do echos in the room without your name being tagged to it.  So I can make you believe anything is going on.

rent, I believe is an old command for when you actually had to be at a certain place (inn, tavern, what have you) to quit out of the game.  I've seen it on other muds, not this one.

Just used compact and I"m not sure the uses in a script, but just in room descriptions, there is not that blank line between the room description and your prompt.  I'm assuming it's to fit more on the screen without unnecessary blank space.

That's all I can even attempt to help with.

37
Suggestions & Ideas / Re: Non standard game commands
« on: July 19, 2014, 11:06:02 am »
Yeah, but I'm lazy.  Ask anyone.  Why do it myself when I can get someone else to do it - even if it is a 10 second fix.  ;)

38
Suggestions & Ideas / Re: Non standard game commands
« on: July 19, 2014, 09:33:16 am »
I don't think editing the hint channel for the tabard would help at all.  After all there are 118 hints and I think everyone turns it off after 10 or so.  I just read through them all and there were a couple of commands it lists in the hint channel that I didn't even know we could do.  *hehe*  Yes, I checked and they're on the command list.  Also, the next time someone edits the tabard they need to take out the hint of a 2nd donation room north of Lionel in the mudschool since that room isn't around any more.  That would be hint 68, if anyone looks into it.  A lot of the hints on the tabard are answers to questions that newbies ask anyway.  While the hint channel is great and all for those that use it, I think it's just spammy and most people turn it off.  So, my thought would be to make sure something like this stands out as much as you can - probably as a sign in a room that would make sense.


39
Suggestions & Ideas / Re: Non standard game commands
« on: July 19, 2014, 09:14:11 am »
The command --. I learned by reading the board west of recall when I was basically new... but that's beside the point really.

I guess there's no problem with it, I just wish the command list didn't list quite a few skills that most players can't do including IMM stuff, but I guess since it is a command in the game it gets listed with all the others.

40
News & Announcements / Re: Newbie Tabard and Helper Whistle changes
« on: July 06, 2014, 07:03:35 am »
Can there be something added to the whistle or something what the reward is supposed to be if someone completes all the tasks?  I keep being asked and, as far as I know it has to do with advancing the character up to their first remort, but, there is the possibility of the player completeing all tasks before level 45, which seems to be what the script checks for to advance the player.  I've posted this on the helper board, but I still get asked so obviously it needs to be in a more obvious/immediately accessable location.

Good job, Erwin!

41
Scripting Board / Re: Scripting multi-player games
« on: July 05, 2014, 08:15:08 am »
So... you want to open an arcade near recall?  Is that what I'm hearing?  Charge 25 cents per play - wait, I think everything is 50 cents now - showing my age...  It is an interesting thought and maybe, even though I was joking as I was writing it, it could be a small "gold sink".

42
Building Board / Re: Something New In Building Mobs!!
« on: June 30, 2014, 08:49:38 am »
What?  Not every day use???  *hehe*  All of my zones tended to have scripts for most of the mob movements because I hated the defaults.  The problem I had was that I couldn't put in directions because when I tried it always messed up.  Now I can do directions too.  *yayness*

Kvetch <3 Thotter

:)

43
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.

44
Suggestions & Ideas / Re: Perzes and Restrings and Stuff! Oh my!
« on: May 25, 2014, 12:17:29 pm »
Make it useable by anyone with the RP flag.  If it was RPL's only there is a possibility they could get swamped - there aren't really that many anyway.  Helpers have enough to do with helping people and have no reason to have to dip their hands into RP stuff (which is what a restring machine is).  And there's no reason to mention Heros as the flag isn't being given out any more and they are few and far between these days.  Those that do show up are recall squatters (usually) and probably wouldn't have time to do it anyway (there are a few exceptions to this rule).

But the problem with that is -when you restring something you can name it anything you want, and there are some things I'd rather not see people running around with.  Which makes me want to put in the one level above check of having it be the RPL's job, but again, there isn't enough of them and I really don't think they should have to make the call of whether the name wanted on the item is a valid name or not.

I still think the cost of 1 silver is too low if you're able to restring an item that has stats on it (other than a container), but on the other hand, I would love to see this become a money-sink (currently money tends to just sit in banks and really isn't used for anything), but to have that viable, it would have to cost more than whatever a silver token can be convayed to - or at least what a silver can be convayed to.

My 2 cents.

Kvetch

45
Building Board / Re: Zedit
« on: May 24, 2014, 09:37:39 pm »
Yeah, I think I'm going to up my counts.  These days even 50 seems to be rare and depending on the use of the item (parchment anyone?) 100 would still be considered rare (if you don't agree with me then do a search on parchment and see what I'm talking about).   So probably, if you want an item to be common you want to have it at 500.  I'm even considering upping my 1000 to a higher number.  At the current player base it probably isn't needed, but if we get more players and other players quit with a copy... you can manage to have quite a few out there doing nothing.

I do wonder, though, how rare arti's really should be.  Without timers they won't load once the max-load is reached and people are starting to say they haven't seen such and such arti for years....  Should we up the max-load every so often or just say "that's what you get when you don't have timers on artis  which is what you all wanted"?

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