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Post is unread #21 Mar 7, 2012, 6:12 pm
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dbna2
Sorcerer
GroupMembers
Posts529
JoinedDec 2, 2008

Yeah I think new installed.
       
Post is unread #22 Mar 8, 2012, 11:11 pm   Last edited Mar 8, 2012, 11:11 pm by dbna2
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dbna2
Sorcerer
GroupMembers
Posts529
JoinedDec 2, 2008

I also noticed a bug in LOP's highscore system. it will only go to 19 positions if max is set to 20
       
Post is unread #23 Mar 9, 2012, 4:53 am
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Remcon
Geomancer
GroupLoP Team
Posts1,591
JoinedJul 26, 2005

simple :)
open up highscore.c and find
void trim_highscore( HIGHTABLE_DATA *table )
{
   HIGHSCORE_DATA *score, *score_next;
   int count = 0;

   for( score = table->first_highscore; score; score = score_next )
   {
      score_next = score->next;
      score->pos = ++count;
      if( count >= table->max )
      {
         UNLINK( score, table->first_highscore, table->last_highscore, next, prev );
         free_highscore( score );
      }
   }
}

change the
      if( count >= table->max )

to
      if( count > table->max )

It was deleting the max and higher when should just delete the higher ones thanks for pointing it out :)

I'll get around to testing out the mpsleep one of these days lol.
       
Post is unread #24 Mar 12, 2012, 2:49 pm
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dbna2
Sorcerer
GroupMembers
Posts529
JoinedDec 2, 2008

hey, I can't figure this crash out for the life of me...

#0 num_in_arena () at newarena.c:529
#1 0x082eaaee in do_challenge (ch=0xce9d0d0, argument=0xbffff282 "cartius"
at newarena.c:778
#2 0x0816e2b8 in interpret (ch=0xce9d0d0, argument=<value optimized out>
at interp.c:933
#3 0x0811ae03 in game_loop () at comm.c:1055
#4 0x0811bad8 in main (argc=Cannot access memory at address 0x239461a6
) at comm.c:423


int num_in_arena()
{
  CHAR_DATA *i;
  DESCRIPTOR_DATA *d;
  int num = 0;

  for (d = first_descriptor; d; d = d->next)
     {
       i = d->original ? d->original : d->character;
       if (xIS_SET(i->in_room->room_flags,ROOM_ARENA2) ) <-- Its crashing here and I have no idea why...
       {
          if(i->level < LEVEL_IMMORTAL)
          num++;
       }
     }
     return num;
 }
       
Post is unread #25 Mar 13, 2012, 1:43 am
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dbna2
Sorcerer
GroupMembers
Posts529
JoinedDec 2, 2008

I am have a random builidng question. How do I get a speech program to only fire off when a certain word is used by its self.


>speech_prog 'sure'
say AWESOME!! Well now that we are friends, I will make you a cloak like mine.
mpsleep 2
smile
mpsleep 3
say Collect the materials from the creatures in the forest and bring them to me. when you have them all say "done".
mpsleep 2
say Don't go into the mountains though. The Red Ribbon Army setup bases on the tops. It's very dangerous.
shrug

will fire off if you say sure
or if you say something like sure is nice weather.

time to make it only fire off with just sure.
       
Post is unread #26 Mar 13, 2012, 9:49 am
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Aurin
Magician
GroupMembers
Posts180
JoinedSep 5, 2010

Well, unless you added it yourself, ROOM_ARENA2 doesn't exist in stock smaugfuss 1.9. ROOM_ARENA does, though.
       
Post is unread #27 Mar 13, 2012, 11:29 am
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dbna2
Sorcerer
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Posts529
JoinedDec 2, 2008

Oh Sorry thats been fixed.... I just need help with this building program.
       
Post is unread #28 Mar 13, 2012, 11:49 pm
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dbna2
Sorcerer
GroupMembers
Posts529
JoinedDec 2, 2008

Actually the P option does not work on my mud for speech programs.... Anyway to fix this? Could it be because I added a space at the end of say.

Example"
You say'Hi how are you ' <-Extra space at the end.
       
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