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» SmaugMuds.org » Codebases » AFKMud Support & Development » What am I doing wrong?
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What am I doing wrong?
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Post is unread #1 Nov 22, 2006, 10:52 am
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pstone

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Posts32
JoinedNov 26, 2006

Using AFKmud 1.77

oset staff affect damroll 5
Build: Pyter: oset staff affect damroll 5
Object affect added.


|Name : Shadow Staff
|Short : a newly created Shadow Staff
|Long : Some god dropped a newly created Shadow Staff here.
|Area : Land of Eternity
|Vnum : 1002 |Type : weapon |Count : 001 |Gcount: 001
|Number : 01/01 |Weight: 0001/0001 |Wear_loc : -01 |Layers: 0
|Cost : 0 |Rent* : -2 |Rent : 0 |Timer : 0 |Ego : 0
|In room: 0 |In obj: (NONE) |Level : 124 |Limit: 9999
|On map : (NONE)
|Object Coords: -1 -1
|Wear flags : wield
|Extra flags : proto nolocate
|Carried by : Pyter
|Prizeowner : (NONE)
|Seller : (NONE)
|Buyer : (NONE)
|Current bid : 0
|Scheduled donation date: (NONE)
|Index Values : 10 10 10 4 11 0 10 0 0 0 0
|Object Values: 10 10 100 4 11 0 10 0 0 0 0
|Objprogs : None

Additional Object information:
Value[0] - Base Condition: 10
Value[1] - Min. Damage: 10
Value[2] - Max Damage: 100
Average Hit: 55
Value[3] - Damage Type (4): crush
Value[4] - Skill Required (11): Staff
Value[6] - Current Condition: 10
Condition: [In Perfect Condition]
Value[7] - Available sockets: 0
Socket 1: None
Socket 2: None
Socket 3: None
The following 3 settings only apply to automatically generated weapons.
Value[8] - Weapon Type (0): Not Defined
Value[9] - Weapon Material (0): Not Defined
Value[10] - Weapon Quality (0): Not Defined


For the life of me I can see where or how to add affects to objects.
oset <object> <affect> damroll 5 says it sets it but I don't see anything, nor does wielding it affect test characters.

Clearly I am doing something wrong.

Thanks again in advance.
       
Post is unread #2 Nov 22, 2006, 12:17 pm
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pstone

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JoinedNov 26, 2006

oset test affect damroll 5
Object affect added.

oset test affect damroll +5
Object affect added.

oset test affect damroll -5
Object affect added.

Then I remove the proto flag, and fold the area.

stat obj test gives me

|Name : armor test
|Short : a newly created armor test
|Long : Some god dropped a newly created armor test here.
|Area : The Astral Plane
|Vnum : 4356 |Type : armor |Count : 001 |Gcount: 001
|Number : 01/01 |Weight: 0001/0001 |Wear_loc : 05 |Layers: 0
|Cost : 0 |Rent* : -2 |Rent : 0 |Timer : 0 |Ego : 0
|In room: 0 |In obj: (NONE) |Level : 115 |Limit: 9999
|On map : (NONE)
|Object Coords: -1 -1
|Wear flags : body
|Extra flags :
|Carried by : Vaalkyr
|Prizeowner : (NONE)
|Seller : (NONE)
|Buyer : (NONE)
|Current bid : 0
|Scheduled donation date: (NONE)
|Index Values : 0 0 0 0 0 0 0 0 0 0 0
|Object Values: 0 0 0 0 0 0 0 0 0 0 0
|Objprogs : None

Additional Object information:
Value[0] - Current AC: 0
Value[1] - Base AC: 0
Condition: [In Perfect Condition]
Value[2] - Available sockets( applies only to body armor ): 0
Socket 1: None
Socket 2: None
Socket 3: None
The following 2 settings only apply to automatically generated armors.
Value[3] - Armor Type (0): Not Defined
Value[4] - Armor Material (0): Not Defined


and in the area.are file I get.

#4356
armor test~
a newly created armor test~
Some god dropped a newly created armor test here.~
~
armor~
~
body~
~
0 0 0 0 0 0 0 0 0 0 0
1 0 -2 9999 0 None None None
A damroll 0
A damroll 0
A damroll 0

Hmm...any thoughts O-wise ones?

       
Post is unread #3 Nov 22, 2006, 12:22 pm
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pstone

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Posts32
JoinedNov 26, 2006

Okay...last additional comment...

If I manually change the astral.are file to

#4356
armor test~
a newly created armor test~
Some god dropped a newly created armor test here.~
~
armor~
~
body~
~
0 0 0 0 0 0 0 0 0 0 0
1 0 -2 9999 0 None None None
A damroll 10
A damroll -4
A damroll 8

and then hotboot and load obj 4356.... I finally see...

Affects: damage roll by 10.
Affects: damage roll by -4.
Affects: damage roll by 8.


So my small brain thinks oset test affect damroll <value> is what, not holding the value?
       
Post is unread #4 Nov 22, 2006, 12:39 pm
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Conner
Sorcerer
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Posts870
JoinedMay 8, 2005

Wow, pstone, it sure looks like your oset is adding the damroll affect but not its value. :sad:
This is one that does work under SmaugFUSS, so I'm not sure why it wouldn't be working right under AFK. ...Maybe I should double check with a builder since I so rarely do online building anymore... yep, just asked Dragona and she says that's the right command line for adding a +5 DR to your staff.

Have you tried 'oset staff affect affectedby damroll 5'? (Really shouldn't need to be done that way, but.. just to cover all the possibilities.)
       
Post is unread #5 Nov 22, 2006, 1:27 pm
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pstone

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JoinedNov 26, 2006

oset staff affect affectedby damroll 5
Unknown field: affectedby

:biggrin:
       
Post is unread #6 Nov 22, 2006, 4:43 pm
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Conner
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Oops, sorry about that, my bad, that should've been: oset staff affect affected damroll 5 :redface:
       
Post is unread #7 Nov 22, 2006, 6:27 pm
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pstone

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JoinedNov 26, 2006

oset staff affect affected damroll 5
Unknown affect: damroll
..
Maybe someone can also just help me in general...I feel clueless...

oset staff affect immune fire
Unknown flag: immune
Object affect added.

gives me...
Affects: immune by NONE

oset staff affect fire immune
Unknown field: fire

gives me nothing..

oset staff affect height 10
Object affect added.

gives me..

nothing visible again..

oset staff affect save_rod 10
Object affect added.

gives me nothing visible again..


oset staff affect susceptible fire
Unknown flag: susceptible
Object affect added.

gives me...
Affects: susceptible by NONE



Clearly I am doing something wrong...any help would be much appreciated.
       
Post is unread #8 Nov 22, 2006, 7:17 pm
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Conner
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Posts870
JoinedMay 8, 2005

I believe you have to do affect <affect type> or affect affected <affect>...
Maybe this will be clearer, this is the help entry for affect on my mud:
Keywords: AFFECTEDBY AFFECTED_BY AFFECT
Help level: 51
The following are affect flags that can be used when osetting an item
Syntax:oset <item> affect affected <affect flag>
These flags can also be used when msetting a mobile
Syntax:mset <mob name> affected <affect flag>
They may additionally be used to mset players if your level allows it.

Blind Invisible Detect_evil Detect_invis Detect_magic
Detect_hidden **Hold** Sanctuary Faerie_fire Infrared
Curse **Flaming** Poison Protect Paralysis
Sneak Hide Sleep Charm Flying
Pass_door Floating Truesight Detect_traps Scrying
Fireshield Shockshield Iceshield Aqua_breath Possess
Haste Slow

Note - Hold and Flaming are current not in use.

See also: OSET AFFECTTYPES

and this is the help entry for affecttypes on my mud:
Keywords: AFFECTTYPES APPLYTYPES
Help level: 51
none strength dexterity intelligence wisdom constitution
sex level age height weight mana
hit move gold experience armor hitroll
damroll save_para save_rod save_poison save_breath save_spell
charisma resistant immune susceptible affected luck
backstab pick track steal sneak hide
detrap dodge peek scan gouge search
mount disarm kick parry bash stun
punch climb grip scribe brew

Additionally:
weaponspell <sn> Will cast a spell on victim with every blow of a weapon
wearspell <sn> Will cast a spell on wearer when object is worn
removespell <sn> Will cast a spell on wearer when object is removed
<skill> <modifier> Will modifify a player's ability in a skill

See also: AFFECTEDBY

Sadly, I don't really see anything helpful in the help entry for oset itself for this particular discussion.
Have you ever looked over Herne's Building Guide, it's not perfect by any measure, but it is one of the best sites available for help with this sort of question.
       
Post is unread #9 Nov 22, 2006, 8:40 pm
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pstone

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Posts32
JoinedNov 26, 2006

God I wish, I really do feel like I have tried everything...

oset staff affect susceptible fire
Unknown flag: susceptible
Object affect added.

gives me...
Affects: susceptible by NONE

is the one that really throws me for a loop....says unknown flag...but sets it to NONE...

Time to finally learn more then my horrible code ability perhaps...

Thanks for the help
       
Post is unread #10 Nov 22, 2006, 8:59 pm
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Conner
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JoinedMay 8, 2005

Strange, I just tried it on my mud and your line above works fine for me. On the other hand, I did it by vnum rather than object name.. maybe if you try that? ..the only other thing I can think of is that there's something wrong with AFK's oset affects. :sad:
       
Post is unread #11 Nov 23, 2006, 9:47 am
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pstone

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JoinedNov 26, 2006

Yeah, using vnum does not work either.

Strange part is the

Affects: immnue by NONE, when I look in the area.are file it shows immune fire~....boggle
       
Post is unread #12 Nov 23, 2006, 2:02 pm
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Conner
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Ok, now that's really weird, so it is saving the right affect, it's just not displaying it in ostat? :sad:
       
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