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Camping
< Newer Topic :: Older Topic > Fires?

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Post is unread #1 May 19, 2005, 5:07 am
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Txzeenath
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I can't be entirely sure as the purpose of this.. but for those who want to require players to have some "flint" to create a fire, simply look inside do_camp, around line 1420 and change:
   if( !fire )
      make_campfire( ch->in_room, ch, 40 );

to
   if( !fire && flint)
      make_campfire( ch->in_room, ch, 40 );


In my opinion this looks like what the proper use for "flint" being in the do_camp code.. because it sure isn't used for scratching yourself in the dark, and it's not used anywhere else in the code.
       
Post is unread #2 May 19, 2005, 8:35 am
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Conner
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In my opinion this looks like what the proper use for "flint" being in the do_camp code.. because it sure isn't used for scratching yourself in the dark, and it's not used anywhere else in the code.


Actually, while that's a pretty good looking use for flint, flint is also there because in smaug you need flint to use the skill fletch to make arrows.

-=Conner=-
       
Post is unread #3 May 19, 2005, 8:43 am   Last edited May 19, 2005, 8:44 am by Txzeenath
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Txzeenath
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Yes, but not in the camp code itself... if you look it's coded into do_camp, but never used for it... let alone anything at all
       
Post is unread #4 May 19, 2005, 8:50 am
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Conner
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Txzeenath said:

Yes, but not in the camp code itself... if you look it's coded into do_camp, but never used for it... let alone anything at all


Ah, then it was probably originally intended that you would need flint & steel (like in D&D) to start your camp fire, and there was already flint available in the game, so someone figured you're bound to be wearing/carrying something made of steel, but then they changed their mind about making it a requirement... maybe players didn't like that to camp they had to find flint which is consummable and not so easy to locate in the first place... Of course, all of this is second guessing, it could be something as simple as the coder who came up with camping wanted it to be an available option for other admins to require flint...
       
Post is unread #5 May 19, 2005, 8:58 am
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Txzeenath
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You need camping supplies, and it checks the items v0, 1 = bag, 2 = tent, 3 = lint(not the real ones, just example)

It checks the tent and bag at the very end, but not the lint.. so it seems like someone started adding it... and just forgot lol, because it has everything you need, the declaration, the checking the object and setting true or false.. all it's missing is that small piece I posted to make it work. So really.. anyone who wants to make it so players need the camping gear of "flint" just need to add that && flint piece to the check to make it work, because all the rest is there.


Using AFKMud 1.7 btw :)
       
Post is unread #6 May 19, 2005, 9:04 am
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Conner
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Txzeenath said:

You need camping supplies, and it checks the items v0, 1 = bag, 2 = tent, 3 = lint(not the real ones, just example)

It checks the tent and bag at the very end, but not the lint.. so it seems like someone started adding it... and just forgot lol, because it has everything you need, the declaration, the checking the object and setting true or false.. all it's missing is that small piece I posted to make it work. So really.. anyone who wants to make it so players need the camping gear of "flint" just need to add that && flint piece to the check to make it work, because all the rest is there.


Gotcha, so it sounds like Samson mean to include that && flint and you've found him yet another, um, typo... he's right you know, you do have a good eye for these, and are really good about reporting them.

Using AFKMud 1.7 btw :)


As you know, I run a SmaugFUSS 1.6 based mud, but I do keep a copy of AFKMud downloaded and try to stay on top of these forums because, well, you'd be surprised at how often things that pertain to my mud get posted here ... and not to the smaugfuss forums...
       
Post is unread #7 May 19, 2005, 9:09 am   Last edited May 19, 2005, 9:09 am by Txzeenath
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Txzeenath
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Lol ya, it's kinda mixed up.. I usually forget that..(forum topics)


Most of the stuff is just my opinion about bugs :-p perhaps it is meant for something to not be somewhere that it should be... i've seen weird stuff coding smaug :-p


As for being able to find them... constant overhauls of the code usually reveal every thing hehe, but I don't credit myself on it(finding the bugs/typos).. I just find it fun :lol:.
       
Post is unread #8 May 19, 2005, 9:25 am
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Conner
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Txzeenath said:

Most of the stuff is just my opinion about bugs :-p perhaps it is meant for something to not be somewhere that it should be... i've seen weird stuff coding smaug :-p


Know what you mean about that, sometimes typos are completely irrelevant because they're just in a comment somewhere within the code source anyway, and sometimes they are actually intentional because a coder didn't know how to spell a particular word so future code changes have to spell the variable the same way forever more..

Txzeenath said:

As for being able to find them... constant overhauls of the code usually reveal every thing hehe, but I don't credit myself on it(finding the bugs/typos).. I just find it fun :lol:.


Hmm, that's pretty noble, personally I try to keep a running log of everything I, or any of the immortals on my mud, do within the context of a news archive (using the elder chronicles news snipet by Orion Elder on my mud), but I don't often remember to take the extra step of reporting it like you do. There is much to be said for one who does remember to do, you do a great service to me and the rest of our community when you report stuff like this so Samson can add it to the bug list so I can fix it on my mud too. :redface:
       
Post is unread #9 May 19, 2005, 9:34 am
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Txzeenath
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lol -.- this is one of those things you can't reply to.. but you wan't to... :rolleyes:
       
Post is unread #10 May 19, 2005, 5:29 pm
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kilroy
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Thank you very much for finding that :)

Kilroy
       
Post is unread #11 May 19, 2005, 7:00 pm
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Samson
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Txzeenath definitely has a good eye on these things, but Conner's instincts were also right on. We had once required that you not only have the flint but also that you physically light the fire yourself before being able to camp. Folks found all that to be a bit much just to avoid the rent charges, so we relaxed it a bit. I took the lazy approach and simply removed the critical checks while leaving the rest of the code in case we ever wanted it back again.

It's intentional behaviour, but as you see, easily modified :)
       
Post is unread #12 May 20, 2005, 3:41 am
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Txzeenath
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It's intentional behaviour, but as you see, easily modified :)


Lol ya obviously hehe.

I require the flint on my mud, but I also give the option for those with the create fire spell learned to be able to cast it(the mud will automaticlly check their mana and if it is learned, than cast it for them). I also am planning on woodcutting, and firemaking skills for minor things like this, and tie them into the quality of the fire.

I am planning on making it so that thieves and bandits will rarely raid a well lit camp, but a dark camp has a much higher chance of going "byebye"
       
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