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» SmaugMuds.org » Codebases » AFKMud Support & Development » Tons of bugs or just me?
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Tons of bugs or just me?
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Post is unread #1 Nov 21, 2010, 10:54 am
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Rakarth
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JoinedNov 21, 2010

Hi All,

I have been playing MUDs since I was about 12 years old. I am a career programmer and have experience writing applications in Perl, Ruby on Rails, PHP, ASP, .NET (VB and C#), etc etc.

Anyway a couple friends of mine were bored and discussed working on a MUD together for fun, so I downloaded AFKMUD and got it up and running. In the first day, here are the things I have found and fixed:

* When setting a wearspell, the code was trying to find a spell called "wearspell xyz" instead of just "xyz"
* When using mobprog delete, it was actually attempting to delete a prog with an index of one less than you typed (mpedit xyz delete 1 was attempting to delete 0 in code and failing every time)

I also updated it so wearspells have a -1 duration, and added code to remove a single spell, so when you remove an item with a wearspell, it will remove that spell from your affects. Additionally I added a field to spells called wearoffroom, so that the room could be notified when a spell wears off someone.

These all seem like basic rudimentary things a mud should have. Am I missing something, or is this just how it is coded? Surely someone has tried to delete a mobprog before, or set a wearspell.. how do these things go unnoticed?

Additionally I am now having trouble getting instaroom / instazone to save a mob with items in its inventory. Anyone have any comments on that? I setup a mob as a shop keeper, gave them items, and the shop works but when the reset happens they dont have any items. I guess I will start working on fixing that next if no one has any info.

Would anyone be interested in using my updated codebase? Are there any rules against releasing updates to AFKMUD?
       
Post is unread #2 Nov 21, 2010, 12:18 pm
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Samson
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It's not just you. The C++ conversion of the code never had much of a chance to be battle tested by a populated enough game. We as developers never had the time to give it a thorough run to weed out a lot of the things (like what you found) that got messed up as a result of that.

As far as I can recall, no, we never had occasion to try deleting a mobprog by the time the C++ conversion took place. It's probable that the wearspell thing suffered from that same lack of time to detail check it.

Your -1 duration and room notifications don't sound like things that were ever intended to be a part of how things work.

Not sure what the issue is with instaroom, it's been awhile, but I seem to recall there being slightly more to setting up an NPC vendor than just giving him items and running with that.

If you've got fixes, post them, and I'll have a look at them and then see about updating the main distribution.
       
Post is unread #3 Nov 21, 2010, 12:36 pm
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Rakarth
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Thanks for the quick reply! I will post some snippets most were very simple things.
       
Post is unread #4 Nov 21, 2010, 8:53 pm
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Rakarth
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for the instaroom thing, it looks like it was always setting the (percentage I assume) to 0

reset.cpp ~ line 400: the 5th argument in add_obj_reset( pRoom, 'G', obj, 1, 0 ); - is zero, I set to 100 and now he always loads with the items I instaroom with
       
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