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Post is unread #1 Apr 11, 2012, 4:18 pm
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Disgaeamud
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How do I use the .dff file for the gboards snippet?

Where exactly are skills stored at in code, I.E. figuring out where the damage done for something like kick is

Also is SMAUG no longer supported? Both of the forums I used to go to seem to be...dead?
       
Post is unread #2 Apr 11, 2012, 7:30 pm
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Samson
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Generally, .diff files are used like so:

patch < diff.file

You need to be sure it's in the right place and that I'm not feeding you a bad command. It's been awhile since I poked at diff files outside of Tortoise.

There are many skills defined in the system/skills.dat file. You should find the profile for kick there.

Smaug support for the official releases from Realms of Despair is pretty much dead, yes. Support for the FUSS branch is alive and well here, even if it may not always seem that way. There's also Nick Gammon's site that covers some of it as well. I don't even know of any place else that still deals with Smaug that isn't a generic MUD site.
       
Post is unread #3 Apr 12, 2012, 2:05 am
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Disgaeamud
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Okay so all I do is drop it in the src folder and compile?

Ah I see it in the skills, figured out another piece of the puzzle, but where is the code that is the thing that makes damage. I tried a grep search for damage and number_range but I couldn't pin point it. Also I notice smaug doesn't like you going over 2600 damage. I am assuming thats coded into the damage function? Would I have to just change its interger values?

I'm glad to see the MUD community isn't totally dead! I was really worried and sad thinking that I might not get to have the help and support of some of you great SMAUG coders ;-)

Also is IMC dead? I could never get the blasted thing to run right but I always thought it could be a great resource, but I saw someone online say that its a ghost town ;_;
       
Post is unread #4 Apr 12, 2012, 2:27 am
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Disgaeamud
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Okay I found out the max damage thing and removed it! Hurrah. Still wanting to know about number_range though.
       
Post is unread #5 Apr 12, 2012, 10:43 am
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Aurin
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yeah, IMC is basically a ghost town...

as for number_range, you can find this in db.c in smaugFUSS1.9, around line 4410. it's a simple function, giving a random return between two numbers (low, high).
       
Post is unread #6 Apr 12, 2012, 3:56 pm
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Disgaeamud
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I changed this bit of code for do_kick to tinker with damage numbers.
  global_retcode = damage( ch, victim, number_range( 10000, ch->level ) , gsn_kick );


It doesn't seem very random now, it always hits for 10005, I thought it would be a little bit random. I looked at number_range and number_mm I could make little sense of them. Are those the things I would need to work on to have the numbers at least appear a little bit more random. Doesn't the skill have to check armor? Dex? Con? Those sorts of things.

Sorry if I seem lost but this has been my first ever attempt to try and tackle the combat system. I think I've been avoiding it due to how darn complex it seems to someone of my knowledge, but you don't get better without challenging yourself.
       
Post is unread #7 Apr 12, 2012, 4:24 pm
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Remcon
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Well if you put ch->level, 100000 it will be more random you put the min number higher than the max so it just returns the max all the time
       
Post is unread #8 Apr 12, 2012, 4:26 pm
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Disgaeamud
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Oh herp a derp. Still how does ones armor and stats factor into the whole equation too?
       
Post is unread #9 Apr 12, 2012, 4:26 pm
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Remcon
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I would suggest going with 100 as min and 5000 as max
       
Post is unread #10 Apr 12, 2012, 4:29 pm
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Remcon
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Those are found also in the damage function. Armor is just a chance they miss etc. you also have resistance to different damage types etc wich reduce the damage taken. It picks a random location where like the attack would hit, armor being there helps compared to no armor etc...
       
Post is unread #11 Apr 12, 2012, 4:37 pm
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Disgaeamud
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Oh sheesh it seems like I have my work cut out for me as I'm going to be stripping most of the EQ slots out. Well I better brush up on my C and get to it. I always thought that the stats like str and stuff would effect the damage but it doesn't look like it does with do_kick.

Okay now on the the gboard snippet and the DFF file somone IMMing on my game just told me to open that in word pad and just copy the code word. If that was the case wouldn't it be saved as a text file? Doing my research says the file extension is normally used for 3D gaming?
       
Post is unread #12 Apr 12, 2012, 4:54 pm
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Remcon
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I wouldnt worry about the file ext the patch command works great with it. You can open the file and manually make the changes in your code if you wish to and it is able to be viewed like a txt file.

Its easy enough to make stats be considered on the damaging etc...
       
Post is unread #13 Apr 12, 2012, 5:07 pm
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Disgaeamud
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I'm not sure how to use the patch command. Is that a linux thing?

It seems simple in my mind to add stat effects like that but then I actually get down to writing code and I just draw a blank or doubt myself. Thanks for all the help Remcon! I'm glad to see that you are still on here ;-)
       
Post is unread #14 Apr 13, 2012, 8:13 am   Last edited Apr 13, 2012, 8:16 am by Aurin
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Aurin
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When looking at tying stat's into damage, you'll need to ask yourself how you want to do this. Do you want an overall weighting system to damage based on stats? If so, you'll want to add the stat weights into fight.c. If you want to have each spell/skill do something different with stat weighting, you'll have to modify each one individually to have the appropriate effect. It might be a good idea to think about going into damage.h and defining some stat weight variables, so you can just use the variable in place of a sometimes long, and drawn out, formula.

As a side note, I'm currently introducing stat weighting into my heal spells/skills on a per ability basis, and I defined formula's in a level range-basis so that I just use a single variable to describe the formulas, instead of writing them out repeatedly--this adds for uniformity as well heh .....when I get around to adding stat weights to damage, I'll do a general formula that is taken into account in fight.c, play with the results for a bit, tweak and then probably add additional weighting to each spell/skill individually where I feel they should be placed.

Good rule of thumb when adding something: Make it as simple as possible, with as few changes as possible to obtain the desired result! :)

And, of course, take anything Remcon says to heart...he's God... *bows down to the master*
       
Post is unread #15 Apr 13, 2012, 3:04 pm
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Remcon
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I'm not sure how to use the patch command. Is that a linux thing?

Samson has that covered in post 2 :) You will probably want to drop it in the main directory (smaugfuss19) and do the patch there. I don't mess with them much either lol. Its a *nix thing and its in cygwin also. If it fails there are likely changes to your files and you will have to manually add in the stuff that the patch does.


It seems simple in my mind to add stat effects like that but then I actually get down to writing code and I just draw a blank or doubt myself. Thanks for all the help Remcon! I'm glad to see that you are still on here ;-)

We all do that some times, and there will be times you write the code and find a better way to do it etc... and you keep redoing it, its all a great learning experience :)

Glad to help out when I can and glad to see someone else working on learning how to do some coding :)


And, of course, take anything Remcon says to heart...he's God... *bows down to the master*

Thanks lol, but im far from it and I still learn new things :). In fact I'll be glad when you and everyone else is teaching me some new tricks for the code :)
       
Post is unread #16 Apr 14, 2012, 12:39 am
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Disgaeamud
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I did the patch < gboard.diff and it all worked but when I compiled this came up...

  Compiling o/gboard.o....
gboard.c: In function âvoid do_global_note(CHAR_DATA*, const char*)â:
gboard.c:739: error: invalid conversion from âconst char*â to âchar*â
gboard.c:739: error:   initializing argument 2 of âvoid do_nread(CHAR_DATA*, char*)â
gboard.c:742: error: invalid conversion from âconst char*â to âchar*â
gboard.c:742: error:   initializing argument 2 of âvoid do_nlist(CHAR_DATA*, char*)â
gboard.c:745: error: invalid conversion from âconst char*â to âchar*â
gboard.c:745: error:   initializing argument 2 of âvoid do_nwrite(CHAR_DATA*, char*)â
gboard.c:748: error: invalid conversion from âconst char*â to âchar*â
gboard.c:748: error:   initializing argument 2 of âvoid do_nremove(CHAR_DATA*, char*)â
gboard.c:757: error: invalid conversion from âconst char*â to âchar*â
gboard.c:757: error:   initializing argument 2 of âvoid do_ncatchup(CHAR_DATA*, char*)â
gboard.c: In function âvoid handle_con_note_finish(DESCRIPTOR_DATA*, char*)â:
gboard.c:1216: error: expected `}' at end of input


Did I need to do something else before patching it in? I looked online and I thought it said I could do a reverse of the patch and that didn't work. :headbang:

Maybe I'm trying to bite off more than I can chew with coding but I keep running into problems and confusion daily...did anyone else feel like this too while learning?
       
Post is unread #17 Apr 14, 2012, 5:31 am
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Remcon
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Oh yea everyone feels like that at least once haja, what codebase are you using?
       
Post is unread #18 Apr 14, 2012, 1:46 pm
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Disgaeamud
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Fuss 1.9
       
Post is unread #19 Apr 14, 2012, 9:15 pm
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Disgaeamud
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Cool I actually was about to read the code and fix the errors myself. I think I was just a little burnt out and was having problems reading everything.

void do_nwrite (CHAR_DATA *ch, char *argument)


The code was missing the const so I just added it, simple enough yeah? Still not too sure on the logic on it haha

Also
void handle_con_note_finish (DESCRIPTOR_DATA *d, char * argument)

Was missing a brace at the end.

So hurrah for me? But there you go :D
       
Post is unread #20 Apr 14, 2012, 9:18 pm
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Disgaeamud
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Oh I forgot to add Im not sure which of the code to I need to add with cedit to make the board function. :redface:
       
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