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Messages - rynald

Pages: 1 [2]
16
Woodworker / Current State of Woodworker
« on: March 14, 2015, 07:50:29 am »
The base ingredients of a woodworker are tree logs and twigs. They're shaped using various tools into end products like bows, cabinets, and figurines. Intermediate products meant for woodworkers or other crafts include planks, beams, and the hilt of a sword. The skills of a woodworker resemble the ones of a lumberjack, miller, carpenter, cabinetmaker, and shipbuilder.

Here's an overview of all woodworker skills, people who have the skills, ingredients, tools, commands, products, and who the products are meant for:

Activity     Available to     Ingredients     ToolsCommands     ProductsMeant for
Chopping trees     alltreeaxefelllogwoodworker+all
Burning logswoodworkerlogskilnseveralcharcoalmetalworker
Carve woodwoodworkertwigknifewoodcarvewhistleall
figurine
bow+arrow
hiltmetalworker
Saw woodwoodworkerlogssawwoodsawbeamwoodworker
rung
Split woodwoodworkerbeamsledgewoodsplitplankwoodworker
Form woodwoodworkerbeamsawwoodformribwoodworker
Join woodwoodworkerrib+beamhammer+nailswoodjoinframewoodworker
panelscabinetall
Plane woodwoodworkerplankplanewoodplanepanelwoodworker
Cut woodwoodworkerpanel+beamhammer+chisel    woodcutdecorated panel    woodworker
figurehead
Build shipwoodworkerlotsseveralseveral(fishing) boatall

17
Crafting Main Board / Re: Player Response to Crafting FAQ?
« on: January 31, 2015, 12:33:40 pm »
Player shops can be used so there's no trust needed. It could work like this:

A player needs a piece of armor repaired. He puts it into the shop of a metalworker and writes some kind of order which says what should be done with it. If he changes his mind, he can always remove the item from the shop, the owner doesn't have to be on. Nobody else can remove the item, including the owner. The owner can only do the job on the item specified by the order. This should prevent most tricks, if there are any others they can be discussed in the player shop thread, once it opens.

To be continued...

18
Scripting Board / Re: context %actor.id% in rooms
« on: August 17, 2014, 07:55:41 am »
You're right that there's a bug; only the name of the variable is checked for, not the context. But even when this is fixed, it's not possible to do it in this way because the context of the variable is checked against the context of the script in roomnum, not against the context of the "calling" script.

You could try to do it without using context. In Room A:
Code: [Select]
eval var[%actor.id%] yes
global var[%actor.id%]

and in room B:
Code: [Select]
eval room RoomA
eval t var[%actor.id%]
if %room.varexists(%t%)%
   eval var %%room.var[%actor.id%]%%
   %echo% var = %var%
else
   %echo% no such var
end

19
Suggestions & Ideas / Re: Non standard game commands
« on: August 03, 2014, 03:29:30 pm »
offer: isn't implemented

clear and cls: only clears the screen if the client handles terminal control codes

compress: this doesn't do anything, use autocompress instead

commandslike <arg>: shows all commands starting with <arg>

checksky (removed the space to make it work): shows the moon phase when you're outside

fire: not implemented, probably meant for spaceships

replylock: locks the replier so you won't accidentally reply to the wrong person (we've all been there ;))

20
General Discussions / Re: DT insurance bug?
« on: December 22, 2013, 05:03:29 am »
The flag has been fixed, but it turns out item insurance wasn't working. The fix could be in after the next copyover. If you've got item insurance you need to renew it, since even after the fix it won't work! There's no problem with full protection.

21
Suggestions & Ideas / Re: Blind Players
« on: October 20, 2013, 02:45:21 pm »
Here are the effects for the blind toggle as it is now:

Worth:

Remorts: 9   1:War 2:War 3:War     
Natural Accuracy Rating: 5           
Natural Evasion Rating: 5           
Regenerating per mud hour: Hp:25  Ma:0   Mv:12  St:62
Head And Neck Armor: %0         
Upper Left Body Armor: %0         
Upper Right Body Armor: %0         
Torso Armor: %0         
Lower Left Body Armor: %0         
Lower Right Body Armor: %0         
Coolness: 0         
Award Points: 0   Ethos: None.   
Stamina: 158/158 Detector: Low
Mastered Classes: W G
Elemental Weakness: fire electricity
Elemental Strength: ice earth

Gold:

4 DIMENSIONS FINANCIAL SERVICES
Gold in Bank: [                  0]
Gold Carried: [             15,000]
Total Balance: [             15,000]
Tokens on file:     0 brass,     0 bronze,     0 silver,     0 gold.
Tradepoints:     0
Total Deeds:     0

Score:

Name: Bill             Level: 50 [ Hun - Forager      - 1 ]
Race: Indian           Align: -93   [ War - Mercenary    - 3 ]
Sex: Male          Practices: 1168                               
Clan: <none>            Rank: 0                               
Hit  Points: [  3465][  3465] Speed: [  1000] AC: [  98]
Mana Points: [  8402][  8402] Hitroll: [   0] Dam-Bonus: [   0]
Move Points: [  5019][  5019] Accuracy: [  96] Evasion: [ 115]
PKwin: [     0] PKloss: [     0] PK-Points: [     0]
Kills: [     4] Deaths: [     2] Deathtraps: [   0]
Primary Weapon:   30 to 360    Secondary Weapon:   18 to 128
Primary Weapon:   32 to 396    Shield Block Chance: 24.00%
[Mining] Speed:  15 Bonus: -20 Protection:   0 Stealth:  20
STR: 15/0   INT: 22 WIS: 18 CON: 13 DEX: 15 CHA: 13
Hunger: [100%] Thirst: [100%] Intoxication: [  0%]
Exp. Total: 889,397,485     Needed To Level: No More       
Age: 36  You have been playing for [  2] days and [ 8] hours
You are standing.
You are gateable by other players.
You are teleportable.
You are single.

Tier:

T2.A cityguard is here, guarding the gate.
T0.A cityguard is here, guarding the gate.

look <dir>:

You see the North Gate of the City of Olde Yorke.
You see an alley cat, the cityguard (2) and a stray dog close by south.
You see the vagabond far off to the south.

look in <container>:

When you look inside, you see:
a traveller's backpack (carried):
 12% - max 100
a big pot pie
a yellow potion of see invisible

As for the skills/spells list, you get to see percentages when you have 22 int.
Is there anything you want to see changed or added?

22
Suggestions & Ideas / Re: Blind Players
« on: October 19, 2013, 09:03:14 am »
BRIEF gags room descs. Blind players can turn this on if they want to, but it doesn't remove the graphics from worth for example. What if we make a single toggle, NOGRAPHICS for example? I'll move the implementation to the coders forum, that's where it belongs i guess.

23
Suggestions & Ideas / Re: Blind Players
« on: October 16, 2013, 02:17:26 pm »
I used Lharc's post to make a start with the blind toggle. Btw, why do we need a braille and an audio toggle? I can imagine you want to skip the graphical stuff for both but what's the difference between them?

Anyway, here's the code. I only did worth and tier so far, should i keep working on it?

Code: [Select]
diff --git a/act.informative.cpp b/act.informative.cpp
index 5d086e1..581a6a3 100755
--- a/act.informative.cpp
+++ b/act.informative.cpp
@@ -751,7 +751,14 @@ void list_one_char ( Character *i, Character *ch )
  return;
  }
  }
- ch->Send ( "%s%s", TIER_COLOUR_LIST ( ( IS_NPC ( i ) ? MOB_TIER ( i ) : current_class_is_tier_num ( i ) ) ) , CBCYN ( ch, C_NRM ) );
+
+ if ( PRF_FLAGGED ( ch, PRF_BRAILLE ))
+
+    char tier_string[] = "T0.";
+    tier_string[1] += ( IS_NPC ( i ) ? MOB_TIER ( i ) : current_class_is_tier_num ( i ) );
+    ch->Send ( "%s%s", tier_string, CBCYN ( ch, C_NRM ) );
+ }
+ else ch->Send ( "%s%s", TIER_COLOUR_LIST ( ( IS_NPC ( i ) ? MOB_TIER ( i ) : current_class_is_tier_num ( i ) ) ) , CBCYN ( ch, C_NRM ) );
 
  if ( AFF_FLAGGED ( i, AFF_POLY_TOAD ) )
  {
@@ -4868,7 +4875,7 @@ ACMD ( do_toggle )
      "     Keep Title: %-3s    "
      "     IC Channel: %-3s\r\n"
      "    Color Level: %-8s"
-     "  NoBattlespam: %-3s     "
+     "  NoBattlespam: %-3s    "
      "  NoMail Prompt: %-3s\r\n"
      "        NOCTalk: %-3s    "
      "        AFKTELL: %-3s    "
@@ -4888,7 +4895,9 @@ ACMD ( do_toggle )
      "         NOGATE: %-3s    "
      "      FishTally: %-3s    "
      "     NOTELEPORT: %-3s\r\n"
-     " NoDisplayTitle: %-3s    ",
+     " NoDisplayTitle: %-3s    "
+     "     Audio Mode: %-3s    "
+     "   Braille Mode: %-3s\r\n",
      ONOFF ( PRF_FLAGGED ( ch, PRF_DISPHP ) ),
      ONOFF ( PRF_FLAGGED ( ch, PRF_BRIEF ) ),
      ONOFF ( !PRF_FLAGGED ( ch, PRF_SUMMONABLE ) ),
@@ -4935,7 +4944,9 @@ ACMD ( do_toggle )
      ONOFF ( !PRF_FLAGGED ( ch, PRF_GATEABLE ) ),
      ONOFF ( !PRF_FLAGGED ( ch, PRF_FISHPROMPT ) ),
      ONOFF ( !PRF_FLAGGED ( ch, PRF_TELEPORTABLE ) ),
-     ONOFF ( !PRF_FLAGGED ( ch, PRF_NOTITLE) )
+     ONOFF ( !PRF_FLAGGED ( ch, PRF_NOTITLE) ),
+     ONOFF ( PRF_FLAGGED ( ch, PRF_AUDIO) ),
+     ONOFF ( PRF_FLAGGED ( ch, PRF_BRAILLE) )
      );
 
 }
@@ -5287,6 +5298,48 @@ ACMD ( do_worth )
  if ( GET_MASTERY ( ch, i ) )
  len += snprintf ( buf+len, sizeof ( buf ) - len, "%c ", UPPER ( *pc_class_types[i] ) );
 
+ if ( PRF_FLAGGED ( ch, PRF_BRAILLE ))
+ {
+    ch->Send ( "\r\n"
+       "{cwRemorts: {cg%-3d{cy 1:%3s 2:%3s 3:%3s      \r\n"
+               "{cwNatural Accuracy Rating: {cg%-3d{cy         \r\n"
+               "{cwNatural Evasion Rating: {cg%-3d{cy         \r\n"
+               "{cwRegenerating per mud hour:{cy          \r\n"
+               "{cyHp:{cc%-3d{cy  Ma:{cc%-3d{cy  Mv:{cc%-3d{cy  St:{cc%-3d{cy        \r\n"
+               "{cwHead And Neck Armor: {cL%%%-3d{cy        \r\n"
+               "{cwUpper Left Body Armor: {cL%%%-3d{cy        \r\n"
+               "{cwUpper Right Body Armor: {cL%%%-3d{cy        \r\n"
+               "{cwTorso Armor: {cL%%%-3d{cy        \r\n"
+               "{cwLower Left Body Armor: {cL%%%-3d{cy        \r\n"
+               "{cwLower Right Body Armor: {cL%%%-3d{cy        \r\n"
+               "{cwCoolness: {cg%-3d{cy       \r\n"
+               "{cwAward Points: {cg%-3d{cw Ethos: {cg%-3s{cy   \r\n"
+               "{cwStamina: {cC%d/%d{cw Detector: {cg%-3s{cy \r\n"
+                      "{cwMastered Classes: {cg%s{cy\r\n"
+               "{cwElemental Weakness: {cr%s{cy\r\n"
+               "{cwElemental Strength: {cc%s{cy\r\n",
+               REMORTS ( ch ),
+               GET_REMORT ( ch ) == -1 ? "---" : class_abbrevs[ ( int ) GET_REMORT ( ch ) ],
+               GET_REMORT_TWO ( ch ) == -1 ? "---" : class_abbrevs[ ( int ) GET_REMORT_TWO ( ch ) ],
+               GET_REMORT_THREE ( ch ) == -1 ? "---" : class_abbrevs[ ( int ) GET_REMORT_THREE ( ch ) ],
+               GET_PERM_ACCURACY ( ch ),
+               GET_PERM_EVASION ( ch ),
+             hit_gain ( ch ), mana_gain ( ch ), move_gain ( ch ), stamina_gain ( ch ),
+       chance_hit_part ( ch, PART_HEAD ),
+               chance_hit_part ( ch, PART_LEFT_ARM ),
+               chance_hit_part ( ch, PART_RIGHT_ARM ),
+               chance_hit_part ( ch, PART_TORSO ),
+               chance_hit_part ( ch, PART_LEFT_LEG ),
+               chance_hit_part ( ch, PART_LEFT_LEG ),
+               GET_COOLNESS ( ch ),
+               update_award ( ch ), *ethos,
+               GET_STAMINA ( ch ), GET_MAX_STAMINA ( ch ), *detector,
+                     buf,
+               print_elemental ( GET_CLASS ( ch ), TRUE, buf1, sizeof ( buf1 ) ),
+               print_elemental ( GET_CLASS ( ch ), FALSE, buf2, sizeof ( buf2 ) ) );
+    return;
+ }
+
  ch->Send ( "\r\n{cy"
             "O=====================================================================O\r\n"
             "|%-32s{cy|#|   {cwRemorts: {cg%-3d{cy 1:%3s 2:%3s 3:%3s      \r\n"
diff --git a/act.other.cpp b/act.other.cpp
index ca465af..060f51c 100755
--- a/act.other.cpp
+++ b/act.other.cpp
@@ -1528,8 +1528,11 @@ ACMD ( do_gen_tog )
  {   "You will NOT automaticly agree to group people when they request to follow.\r\n",
      "You will automaticly agree to group people when they request to follow.\r\n"},
  {"You will no longer see players' full titles.\r\n",
- "You can now see players' full titles.\r\n"}
-
+ "You can now see players' full titles.\r\n"},
+ {"Audio mode off.\r\n",
+ "Audio mode on.\r\n"},
+ {"Braille mode off.\r\n",
+ "Braille mode on.\r\n"},
 
  };
 
@@ -1723,6 +1726,12 @@ ACMD ( do_gen_tog )
  case SCMD_NOTITLE1:
  result = PRF_TOG_CHK ( ch, PRF_NOTITLE );
  break;
+ case SCMD_AUDIO:
+ result = PRF_TOG_CHK ( ch, PRF_AUDIO );
+ break;
+ case SCMD_BRAILLE:
+ result = PRF_TOG_CHK ( ch, PRF_BRAILLE );
+ break;
  default:
  log ( "SYSERR: Unknown subcmd %d in do_gen_toggle.", subcmd );
  return;
diff --git a/interpreter.cpp b/interpreter.cpp
index 2131c05..8d0e6a6 100755
--- a/interpreter.cpp
+++ b/interpreter.cpp
@@ -500,6 +500,7 @@ const command_info cmd_info[] =
  { "ask"      , "ask" , POS_RESTING , do_spec_comm, 0, SCMD_ASK, 0 },
  { "auction"  , "auc"  , POS_RESTING , do_auction  , 1, 0, 0 },
  { "auctalk"  , "auct"     , POS_SLEEPING, do_gen_comm , 0, SCMD_AUCTION, 0 },
+ { "audio"    , "audio", POS_DEAD    , do_gen_tog  , 0, SCMD_AUDIO, 0 },
  { "autoassist","autoa", POS_DEAD    , do_gen_tog  , 0, SCMD_AUTOASSIST, 0 },
  { "autocompress","autoc", POS_DEAD    , do_gen_tog  , 0, SCMD_AUTOZLIB, 0 },
  { "autoexit" , "autoe", POS_DEAD    , do_gen_tog  , 0, SCMD_AUTOEXIT, 0 },
@@ -520,6 +521,7 @@ const command_info cmd_info[] =
  { "bid"      , "bid"  , POS_RESTING , do_bid      , 1, 0, 0 },
  { "blowup"   , "blow" , POS_STANDING, do_blowup   , LVL_SEN, 0, WIZ_IMPL_GRP},
  { "bprompt"   , "bpromp", POS_DEAD    , /*do_display*/ do_prompt_new  , 0, SCMD_BPROMPT, 0 },
+ { "braille"  , "braille", POS_DEAD  , do_gen_tog  , 0, SCMD_BRAILLE, 0 },
  { "brief"    , "br"   , POS_DEAD    , do_gen_tog  , 0, SCMD_BRIEF, 0 },
  //{ "brew"     , "brew"   , POS_SITTING , do_assemble , 0, SUB_BREW, 0 },
  { "buildwalk", "buildwalk", POS_STANDING, do_gen_tog,   LVL_IMMORT, SCMD_BUILDWALK, WIZ_OLC_GRP },
diff --git a/interpreter.h b/interpreter.h
index eadace9..164e98a 100755
--- a/interpreter.h
+++ b/interpreter.h
@@ -193,7 +193,9 @@ struct alias_data {
 #define SCMD_FISHTALLY  48
 #define SCMD_NOTELEPORT 49
 #define SCMD_AUTOGROUP  50
-#define SCMD_NOTITLE1    51
+#define SCMD_NOTITLE1   51
+#define SCMD_AUDIO      52
+#define SCMD_BRAILLE    53
 
 /* do_wizutil */
 #define SCMD_REROLL 0
diff --git a/structs.h b/structs.h
index 0fd987d..534979d 100755
--- a/structs.h
+++ b/structs.h
@@ -665,6 +665,8 @@ class Room;
 #define PRF_RETIRED      55    /* For retired clan leaders */
 #define PRF_NOTITLE    56
 #define PRF_DEED_MASTER 57
+#define PRF_AUDIO 58    /* For players with an audio converter */
+#define PRF_BRAILLE 59    /* For players with a braille converter */
 
 /* Descriptor flags */
 #define DESC_CANZLIB     (1 << 0)  /* Client says compression capable.   */

24
General Discussions / DT insurance bug?
« on: April 23, 2012, 05:01:38 pm »
The anti-dt flag disappeared after i logged in the next day. Does this mean the insurance doesn't work anymore?

Thanks.

Pages: 1 [2]