Newgate.are

Posted by Hawkins on Fri 23 Jan 2004 01:30 AM — 5 posts, 22,803 views.

#0
This might not be the right place to post this...so, sorry in advance if it is.

I would very much like to have auth turn on so newbies can go through the spectral gates and learn the game a little as well as get some eq. However, our MUD is new and small, (not quite open to beta yet)...and we don't have enough imms to be on 24/7, which means an imm might not be on to authorize someone. This being the case I was wondering if it was possible for a prog (room or MOB) to authorize names....or if there was a way to change it in the code. Let me know please, thanks.
Australia #1
this is quite easy to complete so into your /system directory and open sysdata.dat and change the Waitforauth entry to 0 this will put the plater straight into the mud school and not leave them at the spetral gates.
As for giving them eq there a few ways you can achieve this, let them kill the mobs in the school that have eq, use mprogs to load and give the eq's to them then force them to wear or there is a way in the code to assign them some eq, look in comm.c for this code,

/* Added by Brittany, Nov 24/96.  The object is the adventurer's guide
               to the realms of despair, part of Academy.are. */
            {
            OBJ_INDEX_DATA *obj_ind = get_obj_index( 10333 );
            if ( obj_ind != NULL )
            {
              obj = create_object( obj_ind, 0 );
              obj_to_char( obj, ch );
              equip_char( ch, obj, WEAR_HOLD );
            }
            }

This is the bit of code that gives a new player the Newbie Guide that they are holding after creation, i dont like beign nude nor being forced to wear stuff so this is a much cleaner way to do it. Also you can do some if checks and give the different classes differing weapon types. To dress them just copy and paste the code under itself changing the vnum to the vnum of the item you want them to be wearing at creation and also the wear location to one where the item is worn.
Amended on Fri 23 Jan 2004 03:08 AM by Robert Powell
#2
To add to what Robert said...If I'm understanding you right you want to have players go through the Spectral Gates, yet not require them to be authorized before entering the actual game? If that is the case the easiest way to go about it would probably be to change this line in mud.h found around line 1822 in the source from Nick's site

#define ROOM_VNUM_SCHOOL 10300

So that the number is the VNUM of the beginning of the Spectral Gates(which I believe is 100). You would then need to create an exit in the room with the pull rope (the last room in the spectral gates) to your MUD school. Now all you need to do is set Auth to 0 in your config and you should be good to go.

Someone feel free to correct me if I'm wrong.

BTW, this seems like more of a coding issue than an Area Editor one.
Australia Forum Administrator #3
I think you will find that doing that still gets you stuck in newgate.are but I might be wrong.

This could be an Area Editor issue in the sense that the solution might be to simply make an ordinary exit out of newgate.are into the main newdark.are so players can simply walk through it.
#4
Right, you will need to make the exit so they can just go though it to the MUD school. The problem that would come up if you still have Auth turned on is that the person wouldn't be able to save even after they were out of the newgate area. Therefore, if you change that define in mud.h and then make the exit out of newgate...I think it just might work. ;)