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Several questions

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Posted by Longbow   (102 posts)  [Biography] bio
Date Sat 12 Mar 2005 12:40 AM (UTC)
Message
Howdy folks, it's me again. I've got several questions:

1. How do you make an alcoholic drink and how do you adjust the amount of toxidity in it?

2. How would one make a tracking skill that allows a player to track other players(controlled by people)?

3. How do you use the pull/push/etc. feature? I want to make it so that you can pull on a ladder(which is not an object, but is mentioned in the room desc) and it takes you into another room, at the same time displaying a message saying what you did.

4. How do you adjust how fast you regain stamina by resting?

More questions to follow, but these will do for now. If you don't know the answer to all of them just explain one or two.

Godbless!
Longbow
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Posted by Zeno   USA  (2,871 posts)  [Biography] bio
Date Reply #1 on Sat 12 Mar 2005 03:43 AM (UTC)
Message
Lets see...

1.) Create an object of the drinkcon type, and set v2 to one of the types in HELP LIQUIDTYPES, ie, 1 is beer. You cannot set toxidity on it.

2.) Not sure what you mean... but Smaug has a track skill already.

3.) Set the object to "switch" and v0 is leverflags, see the helpfile.

4.) I don't think this is possible without editing the MUD code.

Zeno McDohl,
Owner of Bleached InuYasha Galaxy
http://www.biyg.org
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Posted by Longbow   (102 posts)  [Biography] bio
Date Reply #2 on Sun 13 Mar 2005 01:31 AM (UTC)
Message
Ok thanks so far. A few questions...

2. I know smaug has a track skill for following mobs, but I want one that follows players, as in those controlled by real human beings.

3. This poses a problem. I want the ladder to not even be an object. In the situation I described it is positioned so as to be completely unobvious in the room it is in, leading players to look at other things and only chancing to find the secret. If it were an object it would be too obvious.

4. I could do that, just how?


Godbless,
Longbow
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Posted by Zeno   USA  (2,871 posts)  [Biography] bio
Date Reply #3 on Mon 14 Mar 2005 03:23 AM (UTC)
Message
2.) That'll probably be a complex code. Check out the "hunting" code already in for mobs.

3.) Best thought would be to put in "custom" progs (where you type a cmd that doesn't exist and the prog handles it). It's in a SWR codebase I believe.

4.) In update.c, check the function that updates move. I'm not sure of the function name. Then find where it increases move, and change that.

Zeno McDohl,
Owner of Bleached InuYasha Galaxy
http://www.biyg.org
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Posted by Nick Cash   USA  (626 posts)  [Biography] bio
Date Reply #4 on Mon 14 Mar 2005 05:49 AM (UTC)
Message
This would probably help with your ladder:


101 ADVANCEDEXITS~
SMAUG supports having more than one exit in the same direction,
as well as the special direction 'somewhere', represented by a '?'.

If you already have an exit leading north, and would like another one,
use a plus sign '+' in front of the direction:
redit exit +n 3001          - Adds another exit north to room 3001

To modify an extra exit like this, or to remove it, you'll have to
refer to it by number:
redit exit #2 3002          - Change the second exit to go to room 3002

To know what number an exit is, do an "rstat".

For someone to be able to use the second north exit, you have to set one
of the extra flags (see EXFLAGS) like CAN_CLIMB.  It is also usually a good
idea to set the HIDDEN flag for any special exit so that it looks nicer
with autoexits on.

The AUTO flag makes it possible to go in a direction by simply typing the
keyword for that exit:
redit exit ? 3001           - Create a 'somewhere' exit to 3001
redit exflags ? auto hidden - Set the proper flags
redit exname ? swim         - Set the keyword "swim"
If a player types 'swim' in the room, they will move to room 3001.
~

Using this you can achieve something where people look around at various things in the room that hint at the ladder, and then they can type something like "ladder", "climb", "use" or some such word to activate the ladder itself.

Also, I believe that the tracking code will trac PC's because PC's use the char_data struct as well.

~Nick Cash
http://www.nick-cash.com
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Posted by Longbow   (102 posts)  [Biography] bio
Date Reply #5 on Wed 23 Mar 2005 11:36 PM (UTC)
Message
Ok, thank yall for the help, I'll experiment a bit and see if the solutions work.


Now, suppose I want to make an object out of several other objects ingame, as in a recipe. For example:

To Make Bread

inventory

You have

flour
sugar
water
eggs

Enter command:
Bake/Cook/Make/Whatever Bread

Upon which you lose the items required to make the bread and recieve bread as a final product.

This same question applies to if I want to make anything out of something else.

Thanks and Godbless,
Longbow
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Posted by Longbow   (102 posts)  [Biography] bio
Date Reply #6 on Thu 24 Mar 2005 05:10 PM (UTC)

Amended on Thu 24 Mar 2005 09:47 PM (UTC) by Longbow

Message
While I'm on the subject:
4. I was wondering if it was possible to make it so that when you attack someone it only attacks once. This would allow a more MUCKish feel for the fights, as it would allow folks time to "emote/pose". I was reading through the fight.c file and I saw something about hitting someone only once around line..ugh, wordpad won't show line count. If one of yall would help me with it I think it's about one fourth of the way through the file.

5. I can't seem to sell things to shopkeepers. I have a fellow who is set to buy weapons, but he won't buy my dagger, which is set as a weapon. Why is this happening?

Thanks and Godbless,
Longbow
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Posted by Lt_noodle   (39 posts)  [Biography] bio
Date Reply #7 on Fri 12 Aug 2005 04:42 PM (UTC)
Message
you can refer to the hobbit code in the mcloud codebase.
what it simply does is it cooks 4 ingredients and when you get the right combination, you get to do some kind of skill. Although this is totally different, its the only thing i can come up with.
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