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» SmaugMuds.org » Codebases » SmaugFUSS » A few slight problems
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A few slight problems
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Post is unread #1 Aug 28, 2005, 3:50 pm
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Remcon
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JoinedJul 26, 2005

in mud.h
find and remove
typedef struct tourney_data TOURNEY_DATA;

then find and remove
struct tourney_data
{
   int open;
   int low_level;
   int hi_level;
};


The above was just something thats not used or needed in the code it seems.
The ones below are just some slight issues that will cause it to show uncorrectly on
a few things. When fixing these make sure you preserve your own changes to the area and
that it matches its counterpart in mud.h or like with some you can go ahead and make sure
you have enough in the build.c part to display more then you have, the reason some of them
do this is so if you are importing areas or something and it has some yours doesn't it wont crash
on mstating them etc...
mud.h has this
/* 
 * Attack types
 */
typedef enum
{
   ATCK_BITE, ATCK_CLAWS, ATCK_TAIL, ATCK_STING, ATCK_PUNCH, ATCK_KICK,
   ATCK_TRIP, ATCK_BASH, ATCK_STUN, ATCK_GOUGE, ATCK_BACKSTAB, ATCK_FEED,
   ATCK_DRAIN, ATCK_FIREBREATH, ATCK_FROSTBREATH, ATCK_ACIDBREATH,
   ATCK_LIGHTNBREATH, ATCK_GASBREATH, ATCK_POISON, ATCK_NASTYPOISON, ATCK_GAZE,
   ATCK_BLINDNESS, ATCK_CAUSESERIOUS, ATCK_EARTHQUAKE, ATCK_CAUSECRITICAL,
   ATCK_CURSE, ATCK_FLAMESTRIKE, ATCK_HARM, ATCK_FIREBALL, ATCK_COLORSPRAY,
   ATCK_WEAKEN, ATCK_SPIRALBLAST, MAX_ATTACK_TYPE
} attack_types;

while build.c has this
char *const attack_flags[] = {
   "bite", "claws", "tail", "sting", "punch", "kick", "trip", "bash", "stun",
   "gouge", "backstab", "feed", "drain", "firebreath", "frostbreath",
   "acidbreath", "lightnbreath", "gasbreath", "poison", "nastypoison", "gaze",
   "blindness", "causeserious", "earthquake", "causecritical", "curse",
   "flamestrike", "harm", "fireball", "colorspray", "weaken", "r1"
};


the r1 should be spiralblast even if it doesnt really do anything and then i would make another one
that just has "" so do like replace "r1" with "spiralblast", "" can even put in max where it would be the max one

mud.h has this
/*
 * Defense types
 */
typedef enum
{
   DFND_PARRY, DFND_DODGE, DFND_HEAL, DFND_CURELIGHT, DFND_CURESERIOUS,
   DFND_CURECRITICAL, DFND_DISPELMAGIC, DFND_DISPELEVIL, DFND_SANCTUARY,
   DFND_FIRESHIELD, DFND_SHOCKSHIELD, DFND_SHIELD, DFND_BLESS, DFND_STONESKIN,
   DFND_TELEPORT, DFND_MONSUM1, DFND_MONSUM2, DFND_MONSUM3, DFND_MONSUM4,
   DFND_DISARM, DFND_ICESHIELD, DFND_GRIP, DFND_TRUESIGHT, DFND_ACIDMIST,
   DFND_VENOMSHIELD, MAX_DEFENSE_TYPE
} defense_types;

while build.c has this
char *const defense_flags[] = {
   "parry", "dodge", "heal", "curelight", "cureserious", "curecritical",
   "dispelmagic", "dispelevil", "sanctuary", "fireshield", "shockshield",
   "shield", "bless", "stoneskin", "teleport", "monsum1", "monsum2", "monsum3",
   "monsum4", "disarm", "iceshield", "grip", "truesight", "r4", "r5", "r6", "r7",
   "r8", "r9", "r10", "r11", "r12", "acidmist", "venomshield"
};

acidmist should be where r4 is, venomshield should be wehre r5 is and maybe either "" or "max" where
r6 is, and the current place where it has acidmist and venomshield should be changed to the next r#

mud.h has this
/*
 * ACT bits for players.
 */
typedef enum
{
   PLR_IS_NPC, PLR_BOUGHT_PET, PLR_SHOVEDRAG, PLR_AUTOEXIT, PLR_AUTOLOOT,
   PLR_AUTOSAC, PLR_BLANK, PLR_OUTCAST, PLR_BRIEF, PLR_COMBINE, PLR_PROMPT,
   PLR_TELNET_GA, PLR_HOLYLIGHT, PLR_WIZINVIS, PLR_ROOMVNUM, PLR_SILENCE,
   PLR_NO_EMOTE, PLR_ATTACKER, PLR_NO_TELL, PLR_LOG, PLR_DENY, PLR_FREEZE,
   PLR_THIEF, PLR_KILLER, PLR_LITTERBUG, PLR_ANSI, PLR_RIP, PLR_NICE, PLR_FLEE,
   PLR_AUTOGOLD, PLR_AVAILABLE_FLAG, PLR_AFK, PLR_INVISPROMPT
} player_flags;

while build.c has this
char *const plr_flags[] = {
   "npc", "boughtpet", "shovedrag", "autoexits", "autoloot", "autosac", "blank",
   "outcast", "brief", "combine", "prompt", "telnet_ga", "holylight",
   "wizinvis", "roomvnum", "silence", "noemote", "attacker", "notell", "log",
   "deny", "freeze", "thief", "killer", "litterbug", "ansi", "rip", "nice",
   "flee", "autogold", "automap", "afk", "invisprompt"
};

the automap should be available but you can put it as a "" or an r1 or leave it as automap up to you :)

mud.h has this
#define PCFLAG_DND      	   BV16  /* Do Not Disturb flage */
  /*
   * DND flag prevents unwanted transfers of imms by lower level imms 
   */
#define PCFLAG_IDLE		   BV17  /* Player is Linkdead */

while build.c has this
char *const pc_flags[] = {
   "r1", "deadly", "unauthed", "norecall", "nointro", "gag", "retired", "guest",
/* changed "r8" to "" so players on watch can't see it  -- Gorog */
   "nosummon", "pager", "notitled", "groupwho", "diagnose", "highgag", "",
   "nstart", "dnd", "r11", "r12", "r13", "r14", "r15", "r16", "r17", "r18",
   "r19", "r20", "r21", "r22", "r23", "r24", "r25"
};

r11 should probably be shown as idle or just "" instead of r11 :) up to you on that one
personaly dont see any issue with adding idle there instead of r11

       
Post is unread #2 Aug 28, 2005, 8:22 pm
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GatewaySysop
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Remcon said:



mud.h has this
#define PCFLAG_DND      	   BV16  /* Do Not Disturb flage */
  /*
   * DND flag prevents unwanted transfers of imms by lower level imms 
   */
#define PCFLAG_IDLE		   BV17  /* Player is Linkdead */

while build.c has this
char *const pc_flags[] = {
   "r1", "deadly", "unauthed", "norecall", "nointro", "gag", "retired", "guest",
/* changed "r8" to "" so players on watch can't see it  -- Gorog */
   "nosummon", "pager", "notitled", "groupwho", "diagnose", "highgag", "",
   "nstart", "dnd", "r11", "r12", "r13", "r14", "r15", "r16", "r17", "r18",
   "r19", "r20", "r21", "r22", "r23", "r24", "r25"
};

r11 should probably be shown as idle or just "" instead of r11 :) up to you on that one
personaly dont see any issue with adding idle there instead of r11



Remcon,

Thank you for posting this! I had added some new flags and ASSumed that r11 was in fact free to be over-written as one of the new ones. If you hadn't posted this, things would still be out of order without my knowing and I'm not sure I would have found out anytime soon.

Again, thanks! :alien:



       
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