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Messages - Jaros

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16
Scripting Board / Re: A room counter
« on: June 06, 2013, 08:36:29 pm »
The while loop in that script above builds a new flag the same as the old one updated at k.  I'm pretty sure something like that could be made to work.  You could use another loop if k == 1 to check the digits from tens*10 to tens*10+9.  If they all == 1, build a new flag updated at tens_check position.

Not ideal having to loop through ~100 characters every time you want to update the flag but I'm not sure how else you could do it.  I don't think there's a way to change a character at an index?  Does anyone know if there is?

17
Scripting Board / Re: A room counter
« on: June 06, 2013, 06:13:04 am »
loops:
while %var%
  < blah >
done

eval flag 0000000...000  * 110 digits.  I don't know what the max length of a flag is but i suspect it is more than 110.

eval tens %self.room.vnum.charat(4)%
eval tens_check 100 + %tens%
eval ones %self.room.vnum.charat(5)%
eval ones_check %tens% * 10 + %ones%
if %flag.charat(%tens_check%)% == 0 && %flag.charat(%ones_check%)% == 0
  %echo% this room is new to me
  eval i 1
  eval newflag
  while %i% < 101
    if %i% == %ones_check%
      eval digit 1
    else
      eval digit %flag.charat(%i)%
    end
    eval newflag %newflag%%digit%
    eval i %i% + 1
  done
  eval flag %newflag%
end

plus another loop in there to check if all the ones in the relevant 10-digit bracket == 1 and if so set the tens place (100 + tens) to 1.

are you doing something like that?

18
Once's Board / Re: FORTIFY SKILL
« on: June 03, 2013, 07:34:07 am »
That's right.  The skill thinks it can turn off the spell but it can't.

19
Once's Board / Re: FORTIFY SKILL
« on: June 02, 2013, 09:37:07 pm »
The skill fortify and the spell fortify body give you the same AFF flag.  So if you have fortify body cast, fortify thinks it's already toggled on.

20
Once's Board / Re: Poisons
« on: October 24, 2012, 07:26:45 am »
I agree.  poisons need counters and affect variation more than a power up

21
Suggestions & Ideas / Re: **new skill idea** SHARPEN
« on: October 06, 2012, 09:41:20 pm »
Another skill that makes classes MORE similar to each other?  bad idea.

22
Suggestions & Ideas / Artisave rooms
« on: October 04, 2012, 12:29:31 am »
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..

23
Suggestions & Ideas / Re: Equipment
« on: September 15, 2012, 09:18:35 am »
cincture does deserve to be the best for hips.  no question

24
News & Announcements / Re: 4d Price Guide
« on: September 09, 2012, 02:08:18 am »
Rules are great aren't they.

They would be, if people didn't try to stretch them all the time.  :P

Damn you, Authority Figure!

25
News & Announcements / Re: 4d Price Guide
« on: September 05, 2012, 12:46:38 am »
Rules are great aren't they.

26
Suggestions & Ideas / Re: Feedback for New Spell Multi's and New Spells
« on: August 16, 2012, 07:44:01 pm »
woot for traps

how about some skills that require you to be flying.  like 'spitfire'

27
Suggestions & Ideas / Re: fix this please....
« on: July 08, 2012, 10:20:37 pm »
Apparently weapon type is determined in OLC under values:

WEAPON
     value 0: The weapon type, one of:
              0) GENERIC - no weapon proficiency will take effect.
              1) Axe
              2) Hammer
              3) Club - and other 'non-weapons'
              4) Polearm
              5) Sword - also daggers, knives, small sword
              6) Large Sword - also bastard swords, twohanded swords
              7) Whip - and flail
              8) Knuckles - and other 'hand' weapons.
     value 1: Number of damage dice
     value 2: Size of damage dice
     value 3: Weapon type for damage messages, one of:
               0    hit/hits
               1    sting/stings
               2    whip/whips
               3    slash/slashes
               4    bite/bites
               5    bludgeon/bludgeons
               6    crush/crushes
               7    pound/pounds
               8    claw/claws
               9    maul/mauls
               10   thrash/thrashes
               11   pierce/pierces
               12   blast/blasts
               13   punch/punches
               14   stab/stabs
               15   impale/impales

Except that when choosing values for a weapon in OLC:

-- Item number : [19106]
1) Namelist : cutter
2) S-Desc   : cutter
3) L-Desc   :-
This is a cutter
4) A-Desc   :-
<not set>
5) Type        : weapon
6) Extra flags : NOBITS
7) Wear flags  : TAKE WIELD
8) Weight      : 0
9) Cost        : 0
A) Cost/Day    : 0
B) Timer       : -1
C) Values      : 0 0 0 0 0 0
D) Menu --->   : Applies
E) Menu --->   : Extra Desc
F) Innate      : (0) UNDEFINED
G) Smell Desc  :
It doesn't smell too interesting.
H) Taste Desc  :
It tastes just like it should.
I) Feel Desc   :
It feels normal, as far as you can tell.
J) Material    : base-material
  M) Min Level   : 0
S) Script      : Not Set.
Q) Quit
Enter choice :
c
Number of damage dice :
20
Size of damage dice :
50
 0) hit                   1) sting               
 2) whip                  3) slash               
 4) bite                  5) bludgeon             
 6) crush                 7) pound               
 8) claw                  9) maul                 
10) thrash               11) pierce               
12) blast                13) punch               
14) stab                 15) kick                 
16) gore                 
Enter weapon type :
8

You can choose damage dice and hit type but it skips Value 0, leaving weapon type set at the default value of 0.  I don't know why OLC would do that.

28
Suggestions & Ideas / Re: Artifacts...
« on: July 04, 2012, 08:53:07 pm »
Those bullets have pretty much been the goal for a while.  I think we're getting there.

29
Suggestions & Ideas / Re: Ranged Re spec.
« on: July 03, 2012, 10:16:05 pm »
There is a lot of talk about adding chance elemental effects to spells, which will be cool.  If ranged weapons were just given elements they could make use of the same ones, perhaps with greatly increased chance of success since ranged damage is so weak.

30
Suggestions & Ideas / Re: Changes made to Gypsy class Discussion
« on: July 03, 2012, 08:00:58 pm »
just change class

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