Login
User Name:

Password:



Register
Forgot your password?
 Relogin and Show Damage
Yesterday, 7:04 pm
By Andril
 An Open Letter to The Anon
Yesterday, 5:35 pm
By The_Fury
custom shop inventories?
Feb 7, 2010, 10:11 pm
By Andril
error using ./startup &
Feb 7, 2010, 9:52 pm
By Kayle
LoP1.38 Questions/Issues/Anomolies
Feb 7, 2010, 7:10 pm
By Remcon
LOP Building Guide v1.0
Author: Hanaisse
Submitted by: Hanaisse
Reset Guide
Author: Hanaisse
Submitted by: Hanaisse
LOP 1.38r2
Author: Remcon
Submitted by: Remcon
LOP 1.37
Author: Remcon
Submitted by: Remcon
LOP 1.36
Author: Remcon
Submitted by: Remcon
Yahoo! Slurp, MSN Search

Members: 0
Guests: 4
Stats
Files
Topics
Posts
Members
Newest Member
369
3,185
15,631
526
Craty####
» SmaugMuds.org » Codebases » SmaugFUSS » more saving issues...
Forum Rules | Mark all | Recent Posts

more saving issues...
< Newer Topic :: Older Topic >

Pages:<< prev 1 next >>
Post is unread #1 Oct 9, 2008, 9:29 pm
Go to the bottom of the page Go to the top of the page
Pyreloth
Apprentice
GroupMembers
Posts54
JoinedOct 5, 2008

Everythings finally saving fine...well...almost...

after a hotboot, or a server restart, we can no longer modify an item or mob we've created. It acts as if it doesnt exist, yet it appears when we do olist or mlist, and it can be invoked. Its just not letting us edit or even view stats.
       
Post is unread #2 Oct 10, 2008, 12:10 pm
Go to the bottom of the page Go to the top of the page


Zeno
Sorcerer
GroupMembers
Posts644
JoinedMar 5, 2005
WWW AIM Yahoo MSN Skype

So 'mstat mob' does nothing... or what? .........................
-Zeno McDohl,
Owner of Bleached InuYasha Galaxy (BIYG)
Project CR: coming soon
Want to learn Smaug building? Smaug Institute
       
Post is unread #3 Oct 10, 2008, 2:04 pm
Go to the bottom of the page Go to the top of the page
Pyreloth
Apprentice
GroupMembers
Posts54
JoinedOct 5, 2008

Yeah i tried both mstat and medit. Along with ostat and oedit for objects, and it comes up saying the object/mod doesnt exist, when its clearly there.
       
Post is unread #4 Oct 10, 2008, 2:50 pm
Go to the bottom of the page Go to the top of the page


David Haley
Sorcerer
GroupMembers
Posts830
JoinedJan 29, 2007
WWW

Could you please show how you invoke it, and how you mstat it, and how it appears in mlist?

Have you changed anything in the code? If so, what? .........................
David Haley
Head Coder, Legends of the Darkstone
BabbleMUD Project
http://david.the-haleys.org
       
Post is unread #5 Oct 10, 2008, 9:31 pm
Go to the bottom of the page Go to the top of the page
Pyreloth
Apprentice
GroupMembers
Posts54
JoinedOct 5, 2008

Quote:

<24hp 145m 110mv> <#24901> mstat 24901
They aren't here.

<24hp 145m 110mv> <#24901> mset 24901 on
Build: Pyreloth: mset 24901 on
No one like that in all the realms.

<24hp 145m 110mv> <#24901> mlist 24900 24999
24900) Kael Guard          'Kael Guard'
24901) council record keeper 'The Official Council Record Keeper'
24999) last mob            'a newly created last mob'

<24hp 145m 110mv> <#24901> minvoke 24901
Log: Pyreloth: minvoke 24901
You invoke The Official Council Record Keeper (#24901 - council record keeper - lvl 35)


thats the exact text i get when i try online.
       
Post is unread #6 Oct 11, 2008, 6:24 am
Go to the bottom of the page Go to the top of the page
Remcon
Wizard
GroupLoP Team
Posts1,251
JoinedJul 26, 2005

You must have a mobile/object somewhere in the mud to mstat, mset, etc...

In that you tried to mstat it and it said they aren't here.
You tried to mset it and it said nothing like that in all the realms.
Mlist shows it is there because mlist shows mobile index information.
Minvoke invokes mobiles using the mobile index information.

Anytime you try to mstat/mset something and it says it isn't there you probably will have to minvoke it so you can see and modify it. .........................
Remcon
Lands of Pabulum
       
Post is unread #7 Oct 11, 2008, 11:02 am
Go to the bottom of the page Go to the top of the page
Pyreloth
Apprentice
GroupMembers
Posts54
JoinedOct 5, 2008

that actually makes a lot of since now, and explains why we could sometimes modify an item; it was because we'd already tried invoking it.

Thanks, that clears things up.
       
Pages:<< prev 1 next >>