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Messages 3 - 32 of 791   Oldest  |  < Older  |  Newer >  |  Newest
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3
Just wanted to say "Hey All!". But as long as I'm writing a note, why won't I ask a question? How do I use tamporary global vars? I know how to ass flags to...
gilgamesh4d@...
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Aug 7, 2001
4:07 pm
4
Hello Everyone, CircleMUD, version 3.00 beta patchlevel 18 DG Scripts Version 0.99 Patch Level 7 12/98 So far the list has been pretty quiet. So here is an...
Nate Winters
wintersn.geo@...
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Aug 9, 2001
5:24 pm
5
... From: "Nate Winters" ... Well - actually this is an oversight in the docs. The '-' operator only makes sense when calling mtransform, not otransform. The...
Welcor
welcor@...
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Aug 9, 2001
10:00 pm
6
Hm... well I've temporarily am taking a break from my MUD due to some frustration but I think I'll hang around here and maybe develop some dgscripts in my...
dustlos@...
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Aug 17, 2001
10:10 am
7
I've been trying to make a trigger that will teleport a player when they sacrifice a mob in a certain room. Maybe I'm going about it all wrong and someone from...
smkcld@...
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Aug 27, 2001
8:46 am
8
... From: <smkcld@...> ... The following will do that: Trigger intended assignments: Rooms Trigger Type: Command , Numeric Arg: 100, Arg list: sa ...
Welcor
welcor@...
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Aug 27, 2001
9:16 am
9
... Thank you so very much, yes I had tried to do a death script but never got the syntax right. %self.room% was what I was missing and your syntax ran...
smkcld@...
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Aug 27, 2001
8:19 pm
10
... From: <smkcld@...> ... * check if the mob was killed, or died by poison or traps if !%actor% halt end * find the weapon of the killer eval weapon...
Welcor
welcor@...
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Aug 27, 2001
10:07 pm
11
I'm begining to understand this.. eval weapon %eq.position(16)% assigns the variable 'weapon' the value of the eq.position stored in an array 16, which is the...
smkcld@...
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Aug 28, 2001
8:32 am
12
... I'm begining to understand this.. eval weapon %eq.position(16)% assigns the variable 'weapon' the value of the eq.position stored in an array 16, which is...
Nate Winters
wintersn.geo@...
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Aug 28, 2001
11:44 am
13
I have a ferryman that requires a bribe to take a player to the other bank. 1) Name : Ferryman Bribe 2) Intended for : Mobiles 3) Trigger types: Bribe ...
smkcld@...
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Sep 3, 2001
8:14 am
14
hey im getting some of my guys to look at it but I think it may be door flags, I find my hidden doors sometimes don't work cause of that. Teleport sounds like...
Andrew Cayce
spaceycayce@...
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Sep 3, 2001
4:01 pm
15
As far as i know, Mobs cant use the door function. instead you could use 'teleport all' or have the door already there in redit, and just have the ferry keeper...
jamie nelson
soulstario@...
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Sep 4, 2001
8:21 am
16
... should be %door% 878 north flags a -- bje...
Byron Ellacott
bje@...
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Sep 4, 2001
8:21 am
17
... works fine. Don't think I modified it. Only caveat I can think of is probably specific to my mud since I recoded it to be based on PRF_NOHASSLE instead of...
Mike Stilson
mstilson@...
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Sep 5, 2001
9:05 am
18
I would like to load some mobs based on the time of the game. For example in a jungle setting I want to load nocturnal animals at night and then purge them at...
j0217995@...
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Sep 13, 2001
10:08 am
19
It's dead easy. I have several zones doing just that, because it looks more realistic. All you have to do is to just reset one of the mobs. Then set a time...
molly.4d
molly.4d@...
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Sep 14, 2001
10:49 am
20
Enter your vote today! A new poll has been created for the dg_scripts group: How can DG scripts be improved ? Which of the below things should be the main...
dg_scripts@yahoogroup...
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Sep 22, 2001
9:30 pm
21
I've been trying for a few days to get mhunt to work. What i would like is to make the mob hunt for the player, activly, and offcourse engage the hunted player...
chr.ejlertsen@...
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Sep 23, 2001
9:01 pm
22
... From: <chr.ejlertsen@...> ... The following script will do the trick: Trigger Intended Assignment: Mobiles Trigger Type: Bribe , Numeric Arg: 1, Arg...
Welcor
welcor@...
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Sep 23, 2001
9:32 pm
23
Hey guys and gals, I am having a problem finding where the code is supposed to clear the actor variables in dg_scripts. Here is what is happening... I walk...
brianh@...
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Oct 6, 2001
9:49 am
24
... Without seeing the script in question it's very hard to track down the problem. The %actor% variable is set in dg_triggers.c, on an entry trigger you...
Byron Ellacott
bje@...
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Oct 8, 2001
7:01 am
25
... From: "Byron Ellacott" <bje@...> ... Actually the problem is elsewhere. This is a consequence of a bug dealing with GET_ID(ch). In the mentioned...
Welcor
welcor@...
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Oct 8, 2001
11:32 pm
26
Where can I get the latest DG Scripts patch with Oasis? Thanks for any help, Steven ... From: Welcor [mailto:welcor@...] Sent: Sunday, October 07, 2001...
Steven R. Hatfield
ashari@...
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Oct 9, 2001
11:35 am
27
... From: "Steven R. Hatfield" <ashari@...> ... Hold on a day or two. Almost got the new patch ready (both with and without oasis). Currently...
Welcor
welcor@...
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Oct 9, 2001
12:03 pm
28
This is a very simple script that i have used in alot of things, Basicly it is just a 12 by 10 vector plotter. In my otehr scripts i use it as 1) a targeting...
jamie nelson
soulstario@...
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Oct 10, 2001
4:46 am
29
the {c<letter> parts are my muds color variables. they can be taken out or replaced. Here is a very very very cool script. test it out! *hint hint* -Ciao Bella...
jamie nelson
soulstario@...
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Oct 10, 2001
4:47 am
30
curious, but will the new patch include... -something like '%self.west(room)%' for rooms to return the vnum of the room (if any) adjacent in that direction. ...
jamie nelson
soulstario@...
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Oct 11, 2001
8:28 am
31
... From: "jamie nelson" <soulstario@...> ... All very good ideas. This patch, however, is purely an update to Circle patchlevel 19. The above will...
Welcor
welcor@...
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Oct 11, 2001
8:35 am
32
Okay - i wrote these last night. Basicly translating Javasripts into DG. Feel free to use these formats to make your own virsions, but keep your mud origional...
jamie nelson
soulstario@...
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Oct 13, 2001
9:26 am
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