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Messages 335 - 364 of 791   Oldest  |  < Older  |  Newer >  |  Newest
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335
I checked and it looks like we have pl 9 installed. If this was fixed in the patch let me know, and I'll hunt it down. Either way any help would be...
Stephen Squires
gicker1977
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Apr 3, 2003
1:57 pm
336
... From: "Stephen Squires" <gicker@...> ... Have you altered the code before this started to happen ? Your problem is an invalid pointer, it would...
Welcor
welcor_of_cr...
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Apr 3, 2003
11:58 pm
337
Any way to cycle through all the global variables of a player? Any way of having some sort of parameter used to check? ie conceptually but obviously bad...
Ton Diening
dieningt
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Apr 12, 2003
8:29 am
338
<snip> Any way to cycle through all the global variables of a player? Any way of having some sort of parameter used to check? ie conceptually but obviously bad...
Jamie Nelson
soulstario@...
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Apr 14, 2003
1:39 am
339
Thanks Jamie, that helped me get my head around that. Proof of concept here: Name: 'MOB - SPEECH - check variables', VNum: [ 1000], RNum: [ 7] Trigger...
Ton Diening
dieningt
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Apr 14, 2003
3:00 am
340
Invisible Objects part 1 All I could find was Molly O'Hara's post found a various spots (on questS). //quote// In 4D we work a lot with HIDDEN objects -...
Ton Diening
dieningt
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Apr 14, 2003
7:28 am
341
... From: "Ton Diening" <dieningt@...> ... As it is, there is no way for a script to 'list all variables'. This is due security: If you wish to see which...
Thomas Arp
welcor_of_cr...
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Apr 14, 2003
9:29 am
342
Good point. My concept was the ability to do a background check on a player by player at a government data terminal (licenses, deeds, last used official...
Ton Diening
dieningt
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Apr 14, 2003
12:05 pm
343
... From: "Ton Diening" <dieningt@...> <snip> ... I don't think Molly is talking about stock circle. Also, it seems as if the string "{" is being...
Welcor
welcor_of_cr...
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Apr 14, 2003
12:10 pm
344
Hello everyone, Im a fairly rescent builder with not that much experience with DG_scripts. I am working on 2 triggers for some days now and i cant really make...
Pascal Tielkens
phmtielkens@...
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Apr 17, 2003
9:24 pm
345
... From: Pascal Tielkens [mailto:phmtielkens@...] The player gets both objects 1029 and 1030 which are scattered and has to bring them to room 1090. ...
Nate Winters
wintersn.geo
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Apr 17, 2003
11:24 pm
346
Any way to get the objects from an object of type container? I'd like to: 1) Search through a players entire inventory, weapon seizures. 2) Make special...
Ton Diening
dieningt
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Apr 23, 2003
3:20 am
347
.the actual question is...Is there a string to have a script end if % actor% leaves the room...? The scripts i have keep funvtioning even after the player has...
tepes638
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May 2, 2003
12:29 am
348
Its been awahile since I have used dg scripts. I want to make a character look at the room after he is teleported into it. I tried % force% %actor% look and...
wspascoe02
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May 11, 2003
3:41 am
349
... Iforgot to say that it is a room trigger and if I forgot any other info her is the whole trigger: 500H 100M 82V > 500H 100M 82V > tstat 30 Name: 'home...
wspascoe02
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May 11, 2003
3:54 am
350
... From: "wspascoe02" <wspascoe@...> ... I'd say this script should work. However, I think I also found your problem. You're probably testing this...
Thomas Arp
welcor_of_cr...
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May 13, 2003
1:38 am
351
The actual question is...Is there a string to have a script end if %actor% leaves the room...? The scripts i have keep functioning even after the player has...
tepes638
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May 13, 2003
2:29 am
352
... You can check that %actor% is in the room for room triggers with: if %actor.room% == %self% halt end And with mobile triggers with: if %actor.room% ==...
Byron Ellacott
bje@...
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May 13, 2003
3:17 am
353
OK, this may just be the version I have, but it appears that the patch to the ASPELL(spell_recall) function within spells.c has a typo. The stock circle code...
Ken Ray
kenr86
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May 16, 2003
1:12 am
354
OK, this may just be the version I have, but it appears that the patch to the ASPELL(spell_recall) function within spells.c has a typo. The stock circle code...
Bill Pascoe
wspascoe02
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May 16, 2003
1:58 am
355
... From: "Bill Pascoe" <wspascoe@...> ... Guilty as charged! Thanks for the bug report. of course it's supposed to check the victim. Same thing goes...
Welcor
welcor_of_cr...
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May 16, 2003
8:33 pm
356
I only noticed the problems in spell_recall as I was writing up a simple "recall" command to help low level characters return home if they got lost. I am more...
Ken Ray
kenr86
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May 16, 2003
9:02 pm
357
... From: "Ken Ray" <kenr86@...> ... DG ... Working on it atm. give me a week. Welcor...
Welcor
welcor_of_cr...
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May 17, 2003
12:25 am
358
... Great. I really admire the work you and the other core circle developers do; it must be a huge job working on something as significant as the DG Scripts...
Ken Ray
kenr86
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May 17, 2003
1:22 am
359
... Great. I really admire the work you and the other core circle developers do; it must be a huge job working on something as significant as the DG Scripts...
Ken Ray
kenr86
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May 17, 2003
2:38 am
360
Hi all. I am looking for some advice. I am coding a maze (circlemud 3.1) and its working fine. Basically it is 4 identical rooms and all the exits goto the...
rbrumptonuk
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May 19, 2003
7:43 pm
361
In a message dated 5/19/2003 12:45:46 PM Pacific Daylight Time, ... That's odd. I thought it should be a one-line Leave trigger (%purge%) but I can't get it to...
elsabett@...
relsqui
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May 19, 2003
8:45 pm
362
I just don't know what command to use. According to the docs I have %purge% is for mobs: %purge% victim Remove victim from the game. May not be used on players...
Richard Brumpton
rbrumptonuk
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May 19, 2003
8:49 pm
363
In a message dated 5/19/2003 1:51:22 PM Pacific Daylight Time, ... I read that and tried it anyway. Perhaps you could have a mob with no long description (i.e....
elsabett@...
relsqui
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May 19, 2003
8:54 pm
364
From: <elsabett@...> ... %purge% (on a line by itself) will remove all mobs and objects from the room. And a leave trigger with Narg 100 should be fine for...
Welcor
welcor_of_cr...
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May 19, 2003
10:22 pm
Messages 335 - 364 of 791   Oldest  |  < Older  |  Newer >  |  Newest
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