Login
User Name:

Password:



Register
Forgot your password?
Vote for Us!
 parse description bug
Yesterday, 10:08 pm
By Remcon
Couple bugs
Dec 12, 2017, 5:42 pm
By Remcon
Bug in disarm( )
Nov 12, 2017, 6:54 pm
By GatewaySysop
Bug in will_fall( )
Oct 23, 2017, 1:35 am
By GatewaySysop
Bug in do_zap( ), do_brandish( )
Oct 18, 2017, 1:52 pm
By GatewaySysop
LOP 1.45
Author: Remcon
Submitted by: Remcon
LOP Heroes Edition
Author: Vladaar
Submitted by: Vladaar
Heroes sound extras
Author: Vladaar
Submitted by: Vladaar
6Dragons 4.3
Author: Vladaar
Submitted by: Vladaar
Memwatch
Author: Johan Lindh
Submitted by: Vladaar
Users Online
CommonCrawl, DotBot

Members: 0
Guests: 9
Stats
Files
Topics
Posts
Members
Newest Member
477
3,706
19,240
608
LAntorcha
Today's Birthdays
There are no member birthdays today.
Related Links
» SmaugMuds.org » Codebases » SWFOTE FUSS » Players can order mobs to do ...
Forum Rules | Mark all | Recent Posts

Players can order mobs to do mpcommands
< Newer Topic :: Older Topic >

Pages:<< prev 1 next >>
Post is unread #1 Dec 17, 2008, 7:32 am
Go to the top of the page
Go to the bottom of the page

Keberus
Conjurer
GroupFUSS Project Team
Posts341
JoinedJun 4, 2005

When a mob is seduced they can be ordered with the do_order command, if a player knows about different mp commands they can force the mob to do things like mpat, mpforce, mpwithdraw...etc...

To stop this from happening in act_comm.c find do_order and after:
   if( IS_AFFECTED( ch, AFF_CHARM ) )
   {
      send_to_char( "You feel like taking, not giving, orders.\r\n", ch );
      return;
   }


add:
    if( !str_prefix( "mp", argument ) )
    {
        send_to_char( "You aren't allowed to do that!\r\n", ch );
        return;
    }


So now that should be stopped.
       
Post is unread #2 Dec 17, 2008, 8:50 am
Go to the top of the page
Go to the bottom of the page

David Haley
Sorcerer
GroupMembers
Posts903
JoinedJan 29, 2007

A more permanent solution would be for the MP commands to check that, right? Here, there could be a legitimate command that starts with "mp" that couldn't work. Or, if you add a new way of ordering NPCs, you'd have to remember to have the same check there too.
       
Post is unread #3 Dec 17, 2008, 1:26 pm
Go to the top of the page
Go to the bottom of the page

Keberus
Conjurer
GroupFUSS Project Team
Posts341
JoinedJun 4, 2005

It wouldn't be so bad if this version had command flags, I'd guess. Because then you could flag a command as mob_only, and then have a check in interp or something, and if it's a mob only command, and the mob is seduced, don't do it.
       
Post is unread #4 Dec 17, 2008, 1:41 pm
Go to the top of the page
Go to the bottom of the page

Kayle
Off the Edge of the Map
GroupAdministrators
Posts1,195
JoinedMar 21, 2006

We could always go in and add command flags support. I'd also been thinking of possibly updating both SWR bases to have some form of extended bitvector support.
       
Post is unread #5 Dec 17, 2008, 1:54 pm
Go to the top of the page
Go to the bottom of the page

Quixadhal
Conjurer
GroupMembers
Posts398
JoinedMar 8, 2005

Why would the mob-prog commands be part of the normal command parser table? Shouldn't those be handled in a seperate interpreter that gets run before (or after) the main parser?

I guess the code currently only had three choices... If you're in edit mode, it sends input to string_add() or similar, if you're in a normal connected state it sends it to interpret(), else it sends it to nanny().

Hmmm.
       
Post is unread #6 Dec 17, 2008, 1:56 pm
Go to the top of the page
Go to the bottom of the page

David Haley
Sorcerer
GroupMembers
Posts903
JoinedJan 29, 2007

I like the idea of command flags, so that this check happens at the interpreter level, instead of making each command responsible for checking all possible flags. Much nicer to centralize it.
       
Post is unread #7 Dec 17, 2008, 1:58 pm
Go to the top of the page
Go to the bottom of the page

Keberus
Conjurer
GroupFUSS Project Team
Posts341
JoinedJun 4, 2005

Kayle said:

We could always go in and add command flags support. I'd also been thinking of possibly updating both SWR bases to have some form of extended bitvector support.


Well, if you're going that route as far as the command flags, you might wanna toss in cedit raise/lower/and list as those aren't currently in stock
       
Post is unread #8 Dec 17, 2008, 5:38 pm
Go to the top of the page
Go to the bottom of the page

Samson
Black Hand
GroupAdministrators
Posts3,639
JoinedJan 1, 2002

Kayle said:

We could always go in and add command flags support. I'd also been thinking of possibly updating both SWR bases to have some form of extended bitvector support.


Yes, command flags are handy things to have. I used them in AFKMud to create commands only mobs can do. I see no reason why that logic shouldn't find its way into the other branches as well. And updating SWR and SWFoTE to use XBV sounds like a good idea as well. I always wondered why nobody on the original proejcts ever tried to modernize their bases with Smaug 1.4 additions at the time.

Keberus said:

Well, if you're going that route as far as the command flags, you might wanna toss in cedit raise/lower/and list as those aren't currently in stock


May as well. That would bring command editing up to par with the main Smaug base.
       
Post is unread #9 Jun 17, 2009, 1:56 pm
Go to the top of the page
Go to the bottom of the page

Trillen
Fledgling
GroupMembers
Posts1
JoinedJun 17, 2009

By the time I started coding in FotE, I think most of us were already starting to burn out. Eleven came in, and managed to help a lot, but we all had other ideas that we wanted to do, and never got around to implementing any of the Smaug additions.

Also, heya Keb. :-P Been a while!
       
Post is unread #10 Jun 17, 2009, 5:22 pm
Go to the top of the page
Go to the bottom of the page

Keberus
Conjurer
GroupFUSS Project Team
Posts341
JoinedJun 4, 2005

Trillen said:

By the time I started coding in FotE, I think most of us were already starting to burn out. Eleven came in, and managed to help a lot, but we all had other ideas that we wanted to do, and never got around to implementing any of the Smaug additions.

Also, heya Keb. :-P Been a while!


Wow, you picked an old post to reply to. FotEFUSS has since gotten the flags and all that jazz put in. At any rate, its nice to see you around man.

Peace,
KeB
       
Pages:<< prev 1 next >>