On Sat, Jan 24, 2009 at 7:27 PM, Nate <groups@...> wrote:
> I have always been impressed with the MUD Crackwhip. The web based
> interface is the most unique I have ever seen. It is difficult to
> describe, but it can be accessed by pointing you favorite browser to
> www.tbamud.com/play. This unique setup allows you to bypass telnet,
> java, port, and other common network restrictions. It is the only MUD
> that I have EVER been able to play from work! I challenge anyone to
> find a computer it doesn't work on.
>
> Shadowen developed the concept when he could not MUD from work and
> has tbaMUD 3.51 up and running for a record of 211 days (same as
> server uptime) and still counting. He created a global content
> delivery network that matches text from the game to generate related
> pictures. Of course it also has an incognito mode where you can
> choose not to display the pictures so all that you see on the screen
> is a telnet window inside your browser so you can pretend to do work.
>
> Shadowen has been kind enough to allow tbaMUD's development port to
> use this unique interface so I encourage people to check it out and
> help us develop the codebase by using the bug, idea, and typo reports
> in game. TBA is very serious about continuing development and
> continuing to improve the best MUD codebase in existence.
> __________________
> Rumble
> The Builder Academy
> www.tbamud.com/play
> tbamud.com 9091
>
>
>
That is fucking awesome.
--
Jamie Nelson :: Director :: Get IT Here Ltd
P: 09 965 1367
F: 09 929 3076
M: 021 594 812
E: jamie@...
[Non-text portions of this message have been removed]
I have always been impressed with the MUD Crackwhip. The web based
interface is the most unique I have ever seen. It is difficult to
describe, but it can be accessed by pointing you favorite browser to
www.tbamud.com/play. This unique setup allows you to bypass telnet,
java, port, and other common network restrictions. It is the only MUD
that I have EVER been able to play from work! I challenge anyone to
find a computer it doesn't work on.
Shadowen developed the concept when he could not MUD from work and
has tbaMUD 3.51 up and running for a record of 211 days (same as
server uptime) and still counting. He created a global content
delivery network that matches text from the game to generate related
pictures. Of course it also has an incognito mode where you can
choose not to display the pictures so all that you see on the screen
is a telnet window inside your browser so you can pretend to do work.
Shadowen has been kind enough to allow tbaMUD's development port to
use this unique interface so I encourage people to check it out and
help us develop the codebase by using the bug, idea, and typo reports
in game. TBA is very serious about continuing development and
continuing to improve the best MUD codebase in existence.
__________________
Rumble
The Builder Academy
www.tbamud.com/play
tbamud.com 9091
We are happy to announce yet another release of tbaMUD, the
continued development of the CircleMUD codebase. If you are
interested in a mature and stable codebase with dedicated
staff and support please check us out.
Download here: http://tbamud.com/filebrowser/patches/releases
Full changelog here: http://tbamud.com/files/changelog.txt
Feedback appreciated, To checkout the SVN:
svn checkout http://tbamud.com/svn/circlemud/circlemud tbamud
The tbaMUD vision:
TbaMUD's vision is to provide the MUDding community a stable and
functional codebase that includes an in-depth World and help files
that makes it ready to be molded into a custom MUD by its coders and
builders. We also provide multiple resources to allow for feedback,
contribution, and the sharing of ideas within the MUDding community
to ensure constant development and improvements.
TbaMUD is highly developed from the programming side, but highly
UNdeveloped on the game-playing side. So, if you're looking for a
huge MUD with billions of spells, skills, classes, and races, tbaMUD
will disappoint you. TbaMUD still has only the 4 original Diku
classes, the original spells, and the original skills. On the other
hand, if you're looking for a highly stable, developed, organized,
and well documented "blank slate" MUD on which you can put your OWN
ideas for spells, skills, and classes, then tbaMUD is what what you
are looking for.
The source: http://www.tbamud.com/filebrowser/patches
The forums: http://www.tbamud.com/forum
TBA's Vision:
The most challenging aspect of running a mud is finding good
builders. You will hear this from the admin of every MUD that has
ever been. In the past it has always been up to each individual MUD
to find and attempt to train their own builders. This works, but I
think the MUDding community can come up with something better. That
is why I created The Builder Academy.
TBA has been open to anyone interested in learning or teaching how
to build using Oasis OLC with dg scripts since 2000. TBA is now being
used to develop the tbaMUD codebase (formerly known as CircleMUD).
TBA has trained thousands of builders and has an extensive
tutorial and help file system. No pressure, no deadline, just come
learn, teach, or help develop tbaMUD. Give back to the community we
have all taken so much from. TBA is a MUDding resource. Please take
advantage of it so we can improve all of the MUDding community.
TBA is a low stress, no deadline, training environment. Where
anyone with motivation can work at their own pace to learn as much or
as little as they wish. Numerous people are available to answer
questions and give advice. 1000's of builders served and counting.
TBA can even be used by other MUDs as a builder's port. Just send
us your newbie builders. We will teach them and then you can have
them back with the zones they build.
We are always open to anyone willing to learn, teach, or help
develop tbaMUD.
__________________
Rumble
The Builder Academy
tbamud.com 9091
We are happy to announce the seventh release of tbaMUD, the
continued development of the CircleMUD codebase. If you are
interested in a mature and stable codebase with dedicated
staff and support please check us out.
Download here: http://tbamud.com/filebrowser/patches/releases
Full changelog here: http://tbamud.com/files/changelog.txt
Feedback appreciated, To checkout the SVN:
svn checkout http://tbamud.com/svn/circlemud/circlemud tbamud
The tbaMUD vision:
TbaMUD's vision is to provide the MUDding community a stable and
functional codebase that includes an in-depth World and help files
that makes it ready to be molded into a custom MUD by its coders and
builders. We also provide multiple resources to allow for feedback,
contribution, and the sharing of ideas within the MUDding community
to ensure constant development and improvements.
TbaMUD is highly developed from the programming side, but highly
UNdeveloped on the game-playing side. So, if you're looking for a
huge MUD with billions of spells, skills, classes, and races, tbaMUD
will disappoint you. TbaMUD still has only the 4 original Diku
classes, the original spells, and the original skills. On the other
hand, if you're looking for a highly stable, developed, organized,
and well documented "blank slate" MUD on which you can put your OWN
ideas for spells, skills, and classes, then tbaMUD is what what you
are looking for.
The source: http://www.tbamud.com/filebrowser/patches
The forums: http://www.tbamud.com/forum
TBA's Vision:
The most challenging aspect of running a mud is finding good
builders. You will hear this from the admin of every MUD that has
ever been. In the past it has always been up to each individual MUD
to find and attempt to train their own builders. This works, but I
think the MUDding community can come up with something better. That
is why I created The Builder Academy.
TBA has been open to anyone interested in learning or teaching how
to build using Oasis OLC with dg scripts since 2000. TBA is now being
used to develop the tbaMUD codebase (formerly known as CircleMUD).
TBA has trained thousands of builders and has an extensive
tutorial and help file system. No pressure, no deadline, just come
learn, teach, or help develop tbaMUD. Give back to the community we
have all taken so much from. TBA is a MUDding resource. Please take
advantage of it so we can improve all of the MUDding community.
TBA is a low stress, no deadline, training environment. Where
anyone with motivation can work at their own pace to learn as much or
as little as they wish. Numerous people are available to answer
questions and give advice. 1000's of builders served and counting.
TBA can even be used by other MUDs as a builder's port. Just send
us your newbie builders. We will teach them and then you can have
them back with the zones they build.
We are always open to anyone willing to learn, teach, or help
develop tbaMUD.
__________________
Rumble
The Builder Academy
tbamud.com 9091
We are happy to announce the sixth release of the codebase
formerly known as CircleMUD. If you are interested in a mature
and stable codebase with dedicated staff and support please check
us out.
Download here: http://tbamud.com/filebrowser/patches/releases
Full changelog here: http://tbamud.com/files/changelog.txt
The tbaMUD vision:
TbaMUD's vision is to provide the MUDding community a stable and
functional codebase that includes an in-depth World and help files
that makes it ready to be molded into a custom MUD by its coders and
builders. We also provide multiple resources to allow for feedback,
contribution, and the sharing of ideas within the MUDding community
to ensure constant development and improvements.
TbaMUD is highly developed from the programming side, but highly
UNdeveloped on the game-playing side. So, if you're looking for a
huge MUD with billions of spells, skills, classes, and races, tbaMUD
will disappoint you. TbaMUD still has only the 4 original Diku
classes, the original spells, and the original skills. On the other
hand, if you're looking for a highly stable, developed, organized,
and well documented "blank slate" MUD on which you can put your OWN
ideas for spells, skills, and classes, then tbaMUD is what what you
are looking for.
The source: http://www.tbamud.com/filebrowser/patches
The forums: http://www.tbamud.com/forum
TBA's Vision:
The most challenging aspect of running a mud is finding good
builders. You will hear this from the admin of every MUD that has
ever been. In the past it has always been up to each individual MUD
to find and attempt to train their own builders. This works, but I
think the MUDding community can come up with something better. That
is why I created The Builder Academy.
TBA has been open to anyone interested in learning or teaching how
to build using Oasis OLC with dg scripts since 2000. TBA is now being
used to develop the tbaMUD codebase (formerly known as CircleMUD).
TBA has trained thousands of builders and has an extensive
tutorial and help file system. No pressure, no deadline, just come
learn, teach, or help develop tbaMUD. Give back to the community we
have all taken so much from. TBA is a MUDding resource. Please take
advantage of it so we can improve all of the MUDding community.
TBA is a low stress, no deadline, training environment. Where
anyone with motivation can work at their own pace to learn as much or
as little as they wish. Numerous people are available to answer
questions and give advice. 1000's of builders served and counting.
TBA can even be used by other MUDs as a builder's port. Just send
us your newbie builders. We will teach them and then you can have
them back with the zones they build.
We are always open to anyone willing to learn, teach, or help
develop tbaMUD.
__________________
Rumble
The Builder Academy
tbamud.com 9091
Well, the mud is circlemud 3.1. To be honest i have looked all around in
the shell and i cannot find what version of dg we are using. I know once
before with an issue i posted on here months ago i learned its a slightly
older version perhaps. Was also informed do to some customizing we shouldnt
update. Currently dont have any working coders so i dont really know. And
what do you mean by the Mob's to rumble?
----- Original Message -----
From: "Jamie Nelson" <jamie@...>
To: <dg_scripts@yahoogroups.com>
Sent: Sunday, December 16, 2007 3:45 PM
Subject: Re: [DG_SCRIPTS] Re: %char.affect%
> Does it respond okay for Mob's to rumble?
>
> On 12/17/07, Nate <groups@...> wrote:
>>
>> --- In dg_scripts@yahoogroups.com <dg_scripts%40yahoogroups.com>,
>> "Cronax aka Mike P" <cronax@...>
>> wrote:
>> >
>> > No, made no differnace i tried sanct, sanctuary, first. Then tried
>> SANCT
>> > because on affects thats how it shows. It works for checking PC's
>> sanct.
>>
>> This works fine on TBA:
>> Name: 'Sanct check on enter', VNum: [ 1304], RNum: [ 370]
>> Trigger Intended Assignment: Rooms
>> Trigger Type: Enter , Numeric Arg: 100, Arg list: None
>> Commands:
>> if %actor.affect(SANCT)%
>> %echo% checked sanct
>> else
>> %echo% sanct check failed
>> end
>>
>> What codebase and DG Scripts version are you running?
>>
>> Rumble
>> The Builder Academy
>> tbamud.com 9091
>>
>>
>>
>
>
> [Non-text portions of this message have been removed]
>
>
>
> +---------------------------------------------------------+
> |To unsubscribe: dg_scripts-unsubscribe@yahoogroups.com |
> |FAQ / Archives: http://groups.yahoo.com/group/dg_scripts |
> +---------------------------------------------------------+
>
> Yahoo! Groups Links
>
>
>
>
--- In dg_scripts@yahoogroups.com, "Jamie Nelson" <jamie@...> wrote:
>
> Does it respond okay for Mob's to rumble?
Yes, I forgot to mention it worked for me and a mob forced to enter.
Rumble
The Builder Academy
tbamud.com 9091
Does it respond okay for Mob's to rumble?
On 12/17/07, Nate <groups@...> wrote:
>
> --- In dg_scripts@yahoogroups.com <dg_scripts%40yahoogroups.com>,
> "Cronax aka Mike P" <cronax@...>
> wrote:
> >
> > No, made no differnace i tried sanct, sanctuary, first. Then tried
> SANCT
> > because on affects thats how it shows. It works for checking PC's
> sanct.
>
> This works fine on TBA:
> Name: 'Sanct check on enter', VNum: [ 1304], RNum: [ 370]
> Trigger Intended Assignment: Rooms
> Trigger Type: Enter , Numeric Arg: 100, Arg list: None
> Commands:
> if %actor.affect(SANCT)%
> %echo% checked sanct
> else
> %echo% sanct check failed
> end
>
> What codebase and DG Scripts version are you running?
>
> Rumble
> The Builder Academy
> tbamud.com 9091
>
>
>
[Non-text portions of this message have been removed]
--- In dg_scripts@yahoogroups.com, "Cronax aka Mike P" <cronax@...>
wrote:
>
> No, made no differnace i tried sanct, sanctuary, first. Then tried
SANCT
> because on affects thats how it shows. It works for checking PC's
sanct.
This works fine on TBA:
Name: 'Sanct check on enter', VNum: [ 1304], RNum: [ 370]
Trigger Intended Assignment: Rooms
Trigger Type: Enter , Numeric Arg: 100, Arg list: None
Commands:
if %actor.affect(SANCT)%
%echo% checked sanct
else
%echo% sanct check failed
end
What codebase and DG Scripts version are you running?
Rumble
The Builder Academy
tbamud.com 9091
No, made no differnace i tried sanct, sanctuary, first. Then tried SANCT
because on affects thats how it shows. It works for checking PC's sanct.
----- Original Message -----
From: "Jamie Nelson" <jamie@...>
To: <dg_scripts@yahoogroups.com>
Sent: Saturday, December 15, 2007 10:44 PM
Subject: RE: [DG_SCRIPTS] %char.affect%
> Depends on your code level.
>
> Does it make any difference if you use the whole word?
>
> sanctuary
>
>
>
> From: dg_scripts@yahoogroups.com [mailto:dg_scripts@yahoogroups.com] On
> Behalf Of Cronax aka Mike P
> Sent: Sunday, 16 December 2007 12:48 p.m.
> To: dg_scripts@yahoogroups.com
> Subject: Re: [DG_SCRIPTS] %char.affect%
>
>
>
>
> Still working on this, havent quite fleshed it out the way i wanted before
> i
>
> realized it wasnt getting the mobs sanct.
>
> <30006hp 256m 327mv> tstat 17604
> Name: 'Obj 17601 - Barbed Armor - Grapple skill - warriors', VNum:
> [17604],
> RNum: [ 483]
> Trigger Intended Assignment: Objects
> Trigger Type: Command , Numeric Arg: 1, Arg list: grapple
> Commands:
> eval target %actor.fighting%
> %echo% %target.name%
> %echo% trig fired now checking sanct.
> if %target.affect(SANCT)%
> %echo% checked sanct
> else
> %echo% sanct failed
> endif
>
> A Laughing gull
> Trig fired now checking sanct.
> Sanct failed
>
> <29888hp 240m 327mv> You make a gesture and all the violence stops.
Depends on your code level.
Does it make any difference if you use the whole word?
sanctuary
From: dg_scripts@yahoogroups.com [mailto:dg_scripts@yahoogroups.com] On
Behalf Of Cronax aka Mike P
Sent: Sunday, 16 December 2007 12:48 p.m.
To: dg_scripts@yahoogroups.com
Subject: Re: [DG_SCRIPTS] %char.affect%
Still working on this, havent quite fleshed it out the way i wanted before i
realized it wasnt getting the mobs sanct.
<30006hp 256m 327mv> tstat 17604
Name: 'Obj 17601 - Barbed Armor - Grapple skill - warriors', VNum: [17604],
RNum: [ 483]
Trigger Intended Assignment: Objects
Trigger Type: Command , Numeric Arg: 1, Arg list: grapple
Commands:
eval target %actor.fighting%
%echo% %target.name%
%echo% trig fired now checking sanct.
if %target.affect(SANCT)%
%echo% checked sanct
else
%echo% sanct failed
endif
A Laughing gull
Trig fired now checking sanct.
Sanct failed
<29888hp 240m 327mv> You make a gesture and all the violence stops.
[Non-text portions of this message have been removed]
Still working on this, havent quite fleshed it out the way i wanted before i
realized it wasnt getting the mobs sanct.
<30006hp 256m 327mv> tstat 17604
Name: 'Obj 17601 - Barbed Armor - Grapple skill - warriors', VNum: [17604],
RNum: [ 483]
Trigger Intended Assignment: Objects
Trigger Type: Command , Numeric Arg: 1, Arg list: grapple
Commands:
eval target %actor.fighting%
%echo% %target.name%
%echo% trig fired now checking sanct.
if %target.affect(SANCT)%
%echo% checked sanct
else
%echo% sanct failed
endif
A Laughing gull
Trig fired now checking sanct.
Sanct failed
<29888hp 240m 327mv> You make a gesture and all the violence stops.
*<29948hp 256m 327mv> Name: 'Obj 17601 - Barbed Armor - Grapple skill -
warriors', VNum: [17604], RNum: [ 483]
Trigger Intended Assignment: Objects
Trigger Type: Command , Numeric Arg: 1, Arg list: grapple
Commands:
if %actor.class% == warrior
if %actor.fighting%
eval rdam (%actor.level% * %actor.str% / 3 - %random.100%)
%send% %actor% %rdam%
%echoaround% %actor% grabs %actor.fighting.name% and crushes
%actor.fighting.himher% to %actor.hisher% chest impaling them on
%self.shortdesc%.
%send% %actor% You grab %actor.fighting.name% and crush them onto your
%self.shortdesc%.
%echo% checking sanct
if %actor.fighting.affect(SANCT)%
eval sdam (%rdam% / 2)
%send% %actor% %sdam%
endif
else
%send% %actor% You should be fighting first.
endif
else
%send% %actor% You're unfamiliar with that skill.
endif
----- Original Message -----
From: "Jamie Nelson" <jamie@...>
To: <dg_scripts@yahoogroups.com>
Sent: Saturday, December 15, 2007 5:16 PM
Subject: RE: [DG_SCRIPTS] %char.affect%
>
>
> From: dg_scripts@yahoogroups.com [mailto:dg_scripts@yahoogroups.com] On
> Behalf Of cronax_me
> Sent: Sunday, 16 December 2007 1:51 a.m.
> To: dg_scripts@yahoogroups.com
> Subject: [DG_SCRIPTS] %char.affect%
>
> Why doesnt this check a mobs sanct, is it me or limitations of dg.
> It works checking a pc's spells. Same spell when i affect the mob
> or pc. This is just acouple lil examples i made checking this.
>
> ------
>
> Can you post the output? And post the trigger type and where it is
> attached
> please?
>
>
>
>
> +---------------------------------------------------------+
> |To unsubscribe: dg_scripts-unsubscribe@yahoogroups.com |
> |FAQ / Archives: http://groups.yahoo.com/group/dg_scripts |
> +---------------------------------------------------------+
>
> Yahoo! Groups Links
>
>
>
>
From: dg_scripts@yahoogroups.com [mailto:dg_scripts@yahoogroups.com] On
Behalf Of cronax_me
Sent: Sunday, 16 December 2007 1:51 a.m.
To: dg_scripts@yahoogroups.com
Subject: [DG_SCRIPTS] %char.affect%
Why doesnt this check a mobs sanct, is it me or limitations of dg.
It works checking a pc's spells. Same spell when i affect the mob
or pc. This is just acouple lil examples i made checking this.
------
Can you post the output? And post the trigger type and where it is attached
please?
Why doesnt this check a mobs sanct, is it me or limitations of dg.
It works checking a pc's spells. Same spell when i affect the mob
or pc. This is just acouple lil examples i made checking this.
%echo% trig fired now checking sanct.
%echo% %actor.fighting.name%
if %actor.fighting.affect(SANCT)%
%echo% checked sanct
else
%echo% sanct check failed
endif
i did try a variation
eval target %actor.fighting%
%echo% trig fired now checking sanct.
%echo% %target.name%
if %target.affect(SANCT)%
%echo% checked sanct
else
%echo% sanct check failed
endif
otransform actually worked well for it.
if (%self.worn_by%!=)
if (%self.val1%==%self.val0%)
halt
else
otransform 12064
%echo% %self.shortdesc% glow as they are magically repaired.
endif
endif
Was tested and seems the ac issue is fixed with this. Thanks...
--- In dg_scripts@yahoogroups.com, Welcor <welcor@...> wrote:
>
> This happens due to a limitation of the "value" parameters - the
values are
> to put it simply, not designed to be altered while the item is
being worn.
>
>
>
> Possible solutions could be:
>
> Make the script run when %self.carried_by% is set instead of %
self.worn_by%
>
> (Simple change. Makes the script only work when an item is carried,
which
> seems against the purpose. Only a workaround.)
>
>
>
> Alter osetval slightly, so it, if an item is currently being worn,
it
> removes it, alters the value, then reequip it.
>
> (Relatively simple change. The script will still wok with no
unintended
> sideeffects. A bugfix.)
>
>
>
> If you decide to make the second change, please post your new and
improved
> do_osetval().
>
>
>
> I figure a similar change could be interesting in otransform, come
to think
> of it.
>
>
>
> Welcor
>
>
>
> From: dg_scripts@yahoogroups.com
[mailto:dg_scripts@yahoogroups.com] On
> Behalf Of cronax_me
> Sent: 9. desember 2007 12:51
> To: dg_scripts@yahoogroups.com
> Subject: [DG_SCRIPTS] self repair eq, and armor class
>
>
>
> I had a builder make a peice of equipment that repairs itself. The
> script itself works great, except mortals on my mud started
> complaining to me about loosing ac from wearing these objects.
>
> *Name: 'arm plates repair - 12063', VNum: [12027], RNum: [ 360]
> Trigger Intended Assignment: Objects
> Trigger Type: Random , Numeric Arg: 25, Arg list: None
> Commands:
> if (%self.worn_by%!=)
> if (%self.val1%==%self.val0%)
> halt
> else
> osetval 1 %self.val0%
> %echo% %self.shortdesc% glow as they are magically repaired.
> endif
> endif
>
> I can see what the issue is, as this obj gets damaged it changes
the
> armorclass of the pc. when it repairs its not changing the ac back
> to what one had. Over time this few points add up. My first thought
> about this was simply eval the differnace between val0 and val1 and
> nop the actors ac. However i don't see that as a variable i can
> change. Any sugestions?
>
>
>
>
>
> [Non-text portions of this message have been removed]
>
This happens due to a limitation of the "value" parameters - the values are
to put it simply, not designed to be altered while the item is being worn.
Possible solutions could be:
Make the script run when %self.carried_by% is set instead of %self.worn_by%
(Simple change. Makes the script only work when an item is carried, which
seems against the purpose. Only a workaround.)
Alter osetval slightly, so it, if an item is currently being worn, it
removes it, alters the value, then reequip it.
(Relatively simple change. The script will still wok with no unintended
sideeffects. A bugfix.)
If you decide to make the second change, please post your new and improved
do_osetval().
I figure a similar change could be interesting in otransform, come to think
of it.
Welcor
From: dg_scripts@yahoogroups.com [mailto:dg_scripts@yahoogroups.com] On
Behalf Of cronax_me
Sent: 9. desember 2007 12:51
To: dg_scripts@yahoogroups.com
Subject: [DG_SCRIPTS] self repair eq, and armor class
I had a builder make a peice of equipment that repairs itself. The
script itself works great, except mortals on my mud started
complaining to me about loosing ac from wearing these objects.
*Name: 'arm plates repair - 12063', VNum: [12027], RNum: [ 360]
Trigger Intended Assignment: Objects
Trigger Type: Random , Numeric Arg: 25, Arg list: None
Commands:
if (%self.worn_by%!=)
if (%self.val1%==%self.val0%)
halt
else
osetval 1 %self.val0%
%echo% %self.shortdesc% glow as they are magically repaired.
endif
endif
I can see what the issue is, as this obj gets damaged it changes the
armorclass of the pc. when it repairs its not changing the ac back
to what one had. Over time this few points add up. My first thought
about this was simply eval the differnace between val0 and val1 and
nop the actors ac. However i don't see that as a variable i can
change. Any sugestions?
[Non-text portions of this message have been removed]
I had a builder make a peice of equipment that repairs itself. The
script itself works great, except mortals on my mud started
complaining to me about loosing ac from wearing these objects.
*Name: 'arm plates repair - 12063', VNum: [12027], RNum: [ 360]
Trigger Intended Assignment: Objects
Trigger Type: Random , Numeric Arg: 25, Arg list: None
Commands:
if (%self.worn_by%!=)
if (%self.val1%==%self.val0%)
halt
else
osetval 1 %self.val0%
%echo% %self.shortdesc% glow as they are magically repaired.
endif
endif
I can see what the issue is, as this obj gets damaged it changes the
armorclass of the pc. when it repairs its not changing the ac back
to what one had. Over time this few points add up. My first thought
about this was simply eval the differnace between val0 and val1 and
nop the actors ac. However i don't see that as a variable i can
change. Any sugestions?
It's been awhile since I've even touched scripts and this is from the 21st, so
I'm not sure if you're already been helped or if I'm even on the right path...
But it seems like you have the script giving the mobs only a 30% chance of
loading in that room. Possibly that's what is zapping them to other parts of the
mud? Or if they aren't been zapped at all, then I would assume they are only
being given a 30% chance to even load in that room.
----- Original Message ----
From: cronax_me <cronax@...>
To: dg_scripts@yahoogroups.com
Sent: Wednesday, March 21, 2007 12:18:41 PM
Subject: [DG_SCRIPTS] teleport and dissappearing mobs
Hopeing someone might be able to help me out with this.
Working on a quest i made up a couple scripts. The first part seems
to work great. If i leave the second trig set to 0 so it isnt run,
all 15 mobs are loaded in the room. However when i turn it back on it
does teleport the mobs when they load. The problem is 11 of them
downright dissapear/gone nowhere to be found. I put in checks just
to see where they was going, ie the load_room. Nothing wrong with the
rooms. ugg. please any suggestions.
Name: 'Mob - 4704 - Accept mission', VNum: [ 4704], RNum: [ 310]
Trigger Intended Assignment: Mobiles
Trigger Type: Command , Numeric Arg: 100, Arg list: accept
Commands:
context %actor.id%
if %arg% == mission
if %self.varexists( duergar_complete )%
%send% %actor% Juargan says, "You have already completed this
mission.
%echoaround% %actor% Juargan says, "%actor.name% has already
completed this mission go find something else to do.
halt
endif
if %actor.varexists( duergar_quest) %
%send% %actor% Juargan says, "You already accepted this mission,
go find some duegars!
else
%send% %actor% Juargan says, " Great, glad to have your service,
You must now go kill the 15 duergars
%echoaround% %actor% Juargan says, " Great, glad to have your
service %actor.name% , You must now go kill the 15 duergars
set duergar_quest 0
remote duergar_quest %actor.id%
eval load_mob 4710
while %load_mob% < 4725
%load% mob %load_mob%
load_mob %load_mob%+1
done
endif
else
return 0
endif
Name: 'Mob 4710-24 - Load- random teleport 4701-4731', VNum: [
4705], RNum: [ 311]
Trigger Intended Assignment: Mobiles
Trigger Type: Load , Numeric Arg: 100, Arg list: None
Commands:
eval load_room 4701 + %random.30%
%teleport% %self% %load_room%
________________________________________________________________________________\
____
Bored stiff? Loosen up...
Download and play hundreds of games for free on Yahoo! Games.
http://games.yahoo.com/games/front
[Non-text portions of this message have been removed]
Since 2000 The Builder Academy has been training new builders and
developing the CircleMUD codebase, Oasis OLC, and trigedit. After years
of stock CircleMUD stagnation TBA offered to take over stock CircleMUD
development several times. TBA unofficially released CircleMUD 3.5 in
2006 and later released the codebase under the name tbaMUD. TbaMUD is
holding true to the original CircleMUD vision with a few additions. The
largest difference is the inclusion of Oasis OLC, trigedit, in-depth
tutorials, help files, and examples. TBA will continue development and is
always open to feedback and recommendations from the MUDding community.
TBA is foremost a MUDding resource with the goal of improving the MUDding
community.
The tbaMUD vision:
TbaMUD's vision is to provide the MUDding community a stable and
functional codebase that includes an in-depth World and help files that
makes it ready to be molded into a custom MUD by its coders and builders.
We also provide multiple resources to allow for feedback, contribution,
and the sharing of ideas within the MUDding community to ensure constant
development and improvements.
TbaMUD is highly developed from the programming side, but highly
UNdeveloped on the game-playing side. So, if you're looking for a huge MUD
with billions of spells, skills, classes, and races, tbaMUD will
disappoint you. TbaMUD still has only the 4 original Diku classes, the
original spells, and the original skills. On the other hand, if you're
looking for a highly stable, developed, organized, and well documented
"blank slate" MUD on which you can put your OWN ideas for spells, skills,
and classes, then tbaMUD is what what you are looking for.
The source:
http://tbamud.com/Oasis_DG_pages/downloads/patches/tbamud-3.51.tgz
The forums:
http://cwg.lazuras.org/
Rumble
The Builder Academy
builderacademy.net 9091
Dg_scripts can't remove those messages.
You will need to have your coder add that functionality.
--
Jamie Nelson
Systems Administrator
Fisheye Limited
ph: +64 9 3600547
fax: +64 9 3607547
From: dg_scripts@yahoogroups.com [mailto:dg_scripts@yahoogroups.com] On
Behalf Of Cronax aka Mike P
Sent: Friday, 16 February 2007 11:00 a.m.
To: dg_scripts@yahoogroups.com
Subject: Re: [DG_SCRIPTS] objects and dg_cast
Wow what a differnace in size, However i still see those messages.
> I noticed that when i have objects casting. The standard spell
> messages are appearing, i thought from what i read in other posts
> that it should give no text from a dg_cast.
>
> Example
> a Caining stick gives Vlad, the Impaler the shakes with her megavolt
> jolt.
>
> Also notice it gives the obj a sex of female.
>
> Second problem i have is with for example dispel magic when its cast.
>
> Example
> Vlad, the Impaler * DISINTEGRATES * a Caining stick and scaters a
> Caining stick remains with an awesome pierce!
[Non-text portions of this message have been removed]
Wow what a differnace in size, However i still see those messages.
> I noticed that when i have objects casting. The standard spell
> messages are appearing, i thought from what i read in other posts
> that it should give no text from a dg_cast.
>
> Example
> a Caining stick gives Vlad, the Impaler the shakes with her megavolt
> jolt.
>
> Also notice it gives the obj a sex of female.
>
> Second problem i have is with for example dispel magic when its cast.
>
> Example
> Vlad, the Impaler * DISINTEGRATES * a Caining stick and scaters a
> Caining stick remains with an awesome pierce!
Personally I would change your script just slightly, it will do the same
thing, but is easier to read.
1) Name : obj - 29816 - Caining stick specs
2) Intended for : Objects
3) Trigger types: Random
4) Numeric Arg : 100
5) Arguments :
6) Commands:
set s1 blind
set s2 burning hands
set s3 color spray
set s4 curse
set s5 dancing swords
set s6 dispel magic
set s7 demonfire
set s8 fireball
set s9 flamestrike
set s10 lightning bolt
set s11 magic missile
set s12 megavolts
set s13 poison
set s14 shocking grasp
set s15 vampiric touch
set s16 weaken
set s17 earthquake
set s18 energy blast
%echo% Starting Script
if %self.worn_by%
%echo% checked worn
if (!%self.worn_by.fighting%)
%echo% checked fighting
eval number %random.18%
eval spell %%%number%%%
if %self.worn_by.fighting%
dg_cast '%spell%' %self.worn_by.fighting%
%echo% Casting: %spell%
end
end
end
--
Jamie Nelson
Systems Administrator
Fisheye Limited
ph: +64 9 3600547
fax: +64 9 3607547
From: dg_scripts@yahoogroups.com [mailto:dg_scripts@yahoogroups.com] On
Behalf Of cronax_me
Sent: Thursday, 15 February 2007 3:12 a.m.
To: dg_scripts@yahoogroups.com
Subject: [DG_SCRIPTS] objects and dg_cast
I noticed that when i have objects casting. The standard spell
messages are appearing, i thought from what i read in other posts
that it should give no text from a dg_cast.
Example
a Caining stick gives Vlad, the Impaler the shakes with her megavolt
jolt.
Also notice it gives the obj a sex of female.
Second problem i have is with for example dispel magic when its cast.
Example
Vlad, the Impaler * DISINTEGRATES * a Caining stick and scaters a
Caining stick remains with an awesome pierce!
This is the script, bunch of echos in there for checking the script
out please excuse them.
1) Name : obj - 29816 - Caining stick specs
2) Intended for : Objects
3) Trigger types: Random
4) Numeric Arg : 100
5) Arguments :
6) Commands:
%echo% fire
if %self.worn_by%
%echo% checked worn
if (%self.worn_by.fighting%!=)
%echo% checked fighting
eval number %random.1%
if (%number% == 1)
switch %random.18%
case 1
if %self.worn_by.fighting%
dg_cast 'blind' %self.worn_by.fighting%
%echo% blind
endif
break
case 2
if %self.worn_by.fighting%
dg_cast 'burning hands' %self.worn_by.fighting%
%echo% burning
endif
break
case 3
if %self.worn_by.fighting%
dg_cast 'color spray' %self.worn_by.fighting%
%echo% color
endif
break
case 4
if %self.worn_by.fighting%
dg_cast 'curse' %self.worn_by.fighting%
%echo% curse
endif
break
case 5
if %self.worn_by.fighting%
dg_cast 'dancing swords' %self.worn_by.fighting%
%echo% dancing
endif
break
case 6
if %self.worn_by.fighting%
dg_cast 'dispel magic' %self.worn_by.fighting%
%echo% dispel
endif
break
case 7
if %self.worn_by.fighting%
dg_cast 'demonfire' %self.worn_by.fighting%
%echo% demonfire
endif
break
case 8
if %self.worn_by.fighting%
dg_cast 'fireball' %self.worn_by.fighting%
%echo% fireball
endif
break
case 9
if %self.worn_by.fighting%
dg_cast 'flamestrike' %self.worn_by.fighting%
%echo% flamestrike
endif
break
case 10
if %self.worn_by.fighting%
dg_cast 'lightning bolt' %self.worn_by.fighting%
%echo% lightning
endif
break
case 11
if %self.worn_by.fighting%
dg_cast 'magic missle' %self.worn_by.fighting%
%echo% magic m
endif
break
case 12
if %self.worn_by.fighting%
dg_cast 'megavolts' %self.worn_by.fighting%
%echo% megavolts
endif
break
case 13
if %self.worn_by.fighting%
dg_cast 'curse' %self.worn_by.fighting%
%echo% curse
endif
break
case 14
if %self.worn_by.fighting%
dg_cast 'poison' %self.worn_by.fighting%
%echo% poison
endif
break
case 15
if %self.worn_by.fighting%
dg_cast 'shocking grasp' %self.worn_by.fighting%
%echo% shocking grasp
endif
break
case 16
if %self.worn_by.fighting%
dg_cast 'vampiric touch' %self.worn_by.fighting%
%echo% vamp touch
endif
break
case 17
if %self.worn_by.fighting%
dg_cast 'weaken' %self.worn_by.fighting%
%echo% weaken
endif
break
case 18
if %self.worn_by.fighting%
dg_cast 'earthquake'
%echo% earthquake
endif
break
case 19
if %self.worn_by.fighting%
dg_cast 'energy blast'
%echo% energy blast
endif
break
done
endif
endif
endif
[Non-text portions of this message have been removed]
I noticed that when i have objects casting. The standard spell
messages are appearing, i thought from what i read in other posts
that it should give no text from a dg_cast.
Example
a Caining stick gives Vlad, the Impaler the shakes with her megavolt
jolt.
Also notice it gives the obj a sex of female.
Second problem i have is with for example dispel magic when its cast.
Example
Vlad, the Impaler * DISINTEGRATES * a Caining stick and scaters a
Caining stick remains with an awesome pierce!
This is the script, bunch of echos in there for checking the script
out please excuse them.
1) Name : obj - 29816 - Caining stick specs
2) Intended for : Objects
3) Trigger types: Random
4) Numeric Arg : 100
5) Arguments :
6) Commands:
%echo% fire
if %self.worn_by%
%echo% checked worn
if (%self.worn_by.fighting%!=)
%echo% checked fighting
eval number %random.1%
if (%number% == 1)
switch %random.18%
case 1
if %self.worn_by.fighting%
dg_cast 'blind' %self.worn_by.fighting%
%echo% blind
endif
break
case 2
if %self.worn_by.fighting%
dg_cast 'burning hands' %self.worn_by.fighting%
%echo% burning
endif
break
case 3
if %self.worn_by.fighting%
dg_cast 'color spray' %self.worn_by.fighting%
%echo% color
endif
break
case 4
if %self.worn_by.fighting%
dg_cast 'curse' %self.worn_by.fighting%
%echo% curse
endif
break
case 5
if %self.worn_by.fighting%
dg_cast 'dancing swords' %self.worn_by.fighting%
%echo% dancing
endif
break
case 6
if %self.worn_by.fighting%
dg_cast 'dispel magic' %self.worn_by.fighting%
%echo% dispel
endif
break
case 7
if %self.worn_by.fighting%
dg_cast 'demonfire' %self.worn_by.fighting%
%echo% demonfire
endif
break
case 8
if %self.worn_by.fighting%
dg_cast 'fireball' %self.worn_by.fighting%
%echo% fireball
endif
break
case 9
if %self.worn_by.fighting%
dg_cast 'flamestrike' %self.worn_by.fighting%
%echo% flamestrike
endif
break
case 10
if %self.worn_by.fighting%
dg_cast 'lightning bolt' %self.worn_by.fighting%
%echo% lightning
endif
break
case 11
if %self.worn_by.fighting%
dg_cast 'magic missle' %self.worn_by.fighting%
%echo% magic m
endif
break
case 12
if %self.worn_by.fighting%
dg_cast 'megavolts' %self.worn_by.fighting%
%echo% megavolts
endif
break
case 13
if %self.worn_by.fighting%
dg_cast 'curse' %self.worn_by.fighting%
%echo% curse
endif
break
case 14
if %self.worn_by.fighting%
dg_cast 'poison' %self.worn_by.fighting%
%echo% poison
endif
break
case 15
if %self.worn_by.fighting%
dg_cast 'shocking grasp' %self.worn_by.fighting%
%echo% shocking grasp
endif
break
case 16
if %self.worn_by.fighting%
dg_cast 'vampiric touch' %self.worn_by.fighting%
%echo% vamp touch
endif
break
case 17
if %self.worn_by.fighting%
dg_cast 'weaken' %self.worn_by.fighting%
%echo% weaken
endif
break
case 18
if %self.worn_by.fighting%
dg_cast 'earthquake'
%echo% earthquake
endif
break
case 19
if %self.worn_by.fighting%
dg_cast 'energy blast'
%echo% energy blast
endif
break
done
endif
endif
endif
Can a script be made that will trigger every round of battle? My
thought behind this is an object that casts spells. I know i can do it
with a random, but i really want to know if i can do it more often then
13 seconds.
J
There are some fantastic updates in the new version.
Including missing bracket checking.
Better script formatting.
New commands and features, and several bug fixes.
Welcor is who you need to reach to get the latest cvs of dg_scripts.
From: dg_scripts@yahoogroups.com [mailto:dg_scripts@yahoogroups.com] On
Behalf Of cronax_me
Sent: Tuesday, 13 February 2007 1:11 p.m.
To: dg_scripts@yahoogroups.com
Subject: [DG_SCRIPTS] Re: Loading a mob in another room
Guess maybe i need to bug the admin to update the dg to most recient
version. Last option was the way i needed to go. Thanks again :)
--- In dg_scripts@yahoogroups.com <mailto:dg_scripts%40yahoogroups.com>
, "Jamie Nelson" <jamie@...> wrote:
>
> If you are running the latest version of DG_SCRIPTS from Welcor, I
> believe that you can do it like this.
>
>
>
> %load% mob <mob vnum> <room vnum>
>
> Which for you would be:
>
> %load% mob 12549 12652
>
>
>
> The other way to do this would be to teleport the mob after it has
> loaded, if you have a reasonably recent version of dg_scripts.
>
>
>
> %load% mob 12549
>
> %teleport% %loaded% 12652
>
>
>
> If you have an older version of dg scripts:
>
>
>
> %load% mob 12549
>
> set loaded %self.people%
>
> if %loaded.vnum% == 12549
>
> %teleport% %loaded% 12652
>
> end
>
>
>
> Give each of those a go!
>
> -Jamie Nelson / Mordecai
>
> http://4dimensions.org
>
>
>
>
>
>
>
>
>
> From: dg_scripts@yahoogroups.com <mailto:dg_scripts%40yahoogroups.com>
[mailto:dg_scripts@yahoogroups.com <mailto:dg_scripts%40yahoogroups.com>
] On
> Behalf Of cronax_me
> Sent: Tuesday, 13 February 2007 12:35 p.m.
> To: dg_scripts@yahoogroups.com <mailto:dg_scripts%40yahoogroups.com>
> Subject: [DG_SCRIPTS] Loading a mob in another room
>
>
>
> I have a simple question. I was trying to get a script to load a
mob
> in a differnt room.
>
> First i tried %load% mob %room.vnum(12652)%
> That didnt seem to work
>
> Second i tried doing
> eval rm %room.vnum(12652)%
> set m %rm.people%
> if %m%
> halt
> else
> load mob 12549
> endif
>
> lastly
> eval rm %people.12652)
> if %m%
> halt
> else
> load mob 1 %room.vnum(12652)%
>
> any suggestions?
>
>
>
>
>
> [Non-text portions of this message have been removed]
>
[Non-text portions of this message have been removed]
Guess maybe i need to bug the admin to update the dg to most recient
version. Last option was the way i needed to go. Thanks again :)
--- In dg_scripts@yahoogroups.com, "Jamie Nelson" <jamie@...> wrote:
>
> If you are running the latest version of DG_SCRIPTS from Welcor, I
> believe that you can do it like this.
>
>
>
> %load% mob <mob vnum> <room vnum>
>
> Which for you would be:
>
> %load% mob 12549 12652
>
>
>
> The other way to do this would be to teleport the mob after it has
> loaded, if you have a reasonably recent version of dg_scripts.
>
>
>
> %load% mob 12549
>
> %teleport% %loaded% 12652
>
>
>
> If you have an older version of dg scripts:
>
>
>
> %load% mob 12549
>
> set loaded %self.people%
>
> if %loaded.vnum% == 12549
>
> %teleport% %loaded% 12652
>
> end
>
>
>
> Give each of those a go!
>
> -Jamie Nelson / Mordecai
>
> http://4dimensions.org
>
>
>
>
>
>
>
>
>
> From: dg_scripts@yahoogroups.com
[mailto:dg_scripts@yahoogroups.com] On
> Behalf Of cronax_me
> Sent: Tuesday, 13 February 2007 12:35 p.m.
> To: dg_scripts@yahoogroups.com
> Subject: [DG_SCRIPTS] Loading a mob in another room
>
>
>
> I have a simple question. I was trying to get a script to load a
mob
> in a differnt room.
>
> First i tried %load% mob %room.vnum(12652)%
> That didnt seem to work
>
> Second i tried doing
> eval rm %room.vnum(12652)%
> set m %rm.people%
> if %m%
> halt
> else
> load mob 12549
> endif
>
> lastly
> eval rm %people.12652)
> if %m%
> halt
> else
> load mob 1 %room.vnum(12652)%
>
> any suggestions?
>
>
>
>
>
> [Non-text portions of this message have been removed]
>
If you are running the latest version of DG_SCRIPTS from Welcor, I
believe that you can do it like this.
%load% mob <mob vnum> <room vnum>
Which for you would be:
%load% mob 12549 12652
The other way to do this would be to teleport the mob after it has
loaded, if you have a reasonably recent version of dg_scripts.
%load% mob 12549
%teleport% %loaded% 12652
If you have an older version of dg scripts:
%load% mob 12549
set loaded %self.people%
if %loaded.vnum% == 12549
%teleport% %loaded% 12652
end
Give each of those a go!
-Jamie Nelson / Mordecai
http://4dimensions.org
From: dg_scripts@yahoogroups.com [mailto:dg_scripts@yahoogroups.com] On
Behalf Of cronax_me
Sent: Tuesday, 13 February 2007 12:35 p.m.
To: dg_scripts@yahoogroups.com
Subject: [DG_SCRIPTS] Loading a mob in another room
I have a simple question. I was trying to get a script to load a mob
in a differnt room.
First i tried %load% mob %room.vnum(12652)%
That didnt seem to work
Second i tried doing
eval rm %room.vnum(12652)%
set m %rm.people%
if %m%
halt
else
load mob 12549
endif
lastly
eval rm %people.12652)
if %m%
halt
else
load mob 1 %room.vnum(12652)%
any suggestions?
[Non-text portions of this message have been removed]
I have a simple question. I was trying to get a script to load a mob
in a differnt room.
First i tried %load% mob %room.vnum(12652)%
That didnt seem to work
Second i tried doing
eval rm %room.vnum(12652)%
set m %rm.people%
if %m%
halt
else
load mob 12549
endif
lastly
eval rm %people.12652)
if %m%
halt
else
load mob 1 %room.vnum(12652)%
any suggestions?
That is great news. J
Happy to help.
By the way, we have some excellent script writers on this list. If
anyone has come up with some curly concepts that need to be made into
scripts, or even if you have had a curly concept and have written a
script for it yourself, let this mailing list know, it is both fun and
educational to work them out. We are sure to get a lot of variations to
the solutions too. J
--
Jamie Nelson / Mordecai
http://4dimensions.org
From: dg_scripts@yahoogroups.com [mailto:dg_scripts@yahoogroups.com] On
Behalf Of cronax_me
Sent: Thursday, 8 February 2007 9:06 a.m.
To: dg_scripts@yahoogroups.com
Subject: [DG_SCRIPTS] Re: Purging a Mob in another room
Thanks, I had the statment closed while i was doing it, lost a peice
copy/pasting, Still couldnt get it to work right with findmob but the
old way worked great. thanks
--- In dg_scripts@yahoogroups.com <mailto:dg_scripts%40yahoogroups.com>
, "Jamie Nelson" <jamie@...> wrote:
>
> Firstly, you are missing the closing % on the findmob call.
>
> And, it is %findmob.<roomvnum>(<mobvnum>)% are your room and mob
both
> 53021?
>
> And finally, if there is no mob in that room, %target% will be
blank.
>
> In which case, %purge% will run by itself. Meaning it will purge
> everything in the room with the object, including itself.
>
> So add in a check like:
>
> If %target%
>
> %purge% %target%
>
> end
>
>
>
> If findmob doesn't seem to work for you, then you can always do it
the
> old fashioned way.
>
>
>
> eval rm 53021
>
> set p %rm.people%
>
> while %p%
>
> set next %p.next_in_room%
>
> if %p.vnum% == 53021
>
> %purge% %p%
>
> end
>
> set p %next%
>
> done
>
>
>
>
>
> Lastly, if this mob is aggro, or anything, I would purge the mob
before
> you teleported the player to it.
>
> So here's your complete script using the long form.
>
>
>
> if (%actor.level% >= 36)
>
> eval rm 53021
>
> set p %rm.people%
>
> while %p%
>
> set next %p.next_in_room%
>
> if %p.vnum% == 53021
>
> %purge% %p%
>
> end
>
> set p %next%
>
> done
> %teleport% %actor% 53022
> %door% 53021 down purge
> %door% 53021 up flag a
> %force% %actor% l
> context 0
> halt
> end
>
>
>
> Jamie Nelson / Mordecai
>
> http://4dimensions.org
>
>
>
>
>
>
>
>
>
> From: dg_scripts@yahoogroups.com <mailto:dg_scripts%40yahoogroups.com>
[mailto:dg_scripts@yahoogroups.com <mailto:dg_scripts%40yahoogroups.com>
] On
> Behalf Of cronax_me
> Sent: Thursday, 8 February 2007 8:09 a.m.
> To: dg_scripts@yahoogroups.com <mailto:dg_scripts%40yahoogroups.com>
> Subject: [DG_SCRIPTS] Purging a Mob in another room
>
>
>
> Im having some issue with making this work correctly. I have a
temple
> that when folks quest at my statue they are trans to a point in one
of
> my quest zones thats compriable to thier level. However i want to
> clear the mob in the room below where they get trans to so they
have a
> safe place to flee to. I tried this a bunch of ways, not sure why
but
> i can't get the purge to work at all.
> Tried %purge% %mob.vnum(53021) eval target %room.people.vnum
(53021)%
> and purging the target and the way you see below. Please help this
> novice scripter.
>
> 2) Intended for : Objects
> 3) Trigger types: Command
> 4) Numeric Arg : 4
> 5) Arguments : quest
> 6) Commands:
> *** Most of this script has been removed ***
> if (%actor.level% >= 36)
> %teleport% %actor% 53022
> %door% 53021 down purge
> %door% 53021 up flag a
> eval target %findmob.53021(53021)
> %purge% %target%
> %force% %actor% l
> context 0
> halt
> endif
>
>
>
>
>
> [Non-text portions of this message have been removed]
>
[Non-text portions of this message have been removed]