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Topics - Kalixt Shawxo

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1
Dead Souls Support / lights, lighting, ambient light
« on: November 21, 2007, 09:15:25 pm »
This is a weird problem.

I made a virtual area (a basement) that is supposed to be dark, no working lights, and I configured it by walking thru with my admin character. The idea is if you don't have a light source (flashlight, torch, whatever) then you can't see anything. It seemed to be working, but then I went thru with my regular character and my daughter's character... it's not as dark, and you can navigate fine.
I even went so far as to lower all the lighting and it can still be seen.

Here's what the lighting settings are :
Code: [Select]
    SetClimate("indoors");
    SetAmbientLight(0);
and
Code: [Select]
SetDayLight(10);
SetNightLight(10);

the results of looking at the same room at the same time by two different characters are as follows;
my admin:

 Kalixt /domains/zombieland/z-hotel ]> l
It's too dark to see.
 Kalixt /domains/zombieland/z-hotel ]>

and my regular character:

> l
The hotel basement
You are in a large basement. The lights do not appear to work, or you simply
can't find the right switch, there are no windows, and the walls are plain grey
concrete. There seems to be various piles in the darkness.
It seems to be even bigger than the hotel above it.  There is a door to the
North.
Obvious exits: n, s, e, w, se, sw
You smell something rank in the dark.
First Admin Kalixt is standing here.

they are both in the same room. both are human.

any ideas?  Running 2.6

Kalixt

2
Dead Souls Support / upgraded to 2.6... minor problem
« on: November 15, 2007, 10:05:42 am »
I did the liveupgrade to 2.6, and my creator character and player characters lost everything that they were not wearing.

Bug?

kalixt

3
Hi guys!

I have an alley, that I want a random number or rats to populate, and I think I have it done the easiest way, but I wanted to make sure I'm not missing anything.
at the header of each room in the alley, I put
Code: [Select]
#include <lib.h>
inherit LIB_ROOM;

private int Rats;
    int Rats = random(2);


this gives us 0, 1, or 2 rats.... and I then have down in the body of the room
Code: [Select]
    SetInventory(([
"/domains/ZombieLand/npc/rat" : Rats,
      ]));


to keep them in the alley, at each room at the end of the alley I have a
Code: [Select]
int CanReceive(object ob){
    if(ob->GetRace() != "human"){
message("info","You are repelled.",ob);
return 0;
    }
    return ::CanReceive();
}


I did originally have it as GetRace() == "rat", but I changed it to "not human" so that if I add other things to the alley (spiders, etc) I would be covered.

Is there any way to just tell it to only let player characters and not let ANY npc through, (even human npc)  I might want to make a thief hanging out in the alley stay in the alley if I can later.

thanks in advance!

4
Dead Souls Support / Hiding exits?
« on: November 10, 2007, 03:19:14 pm »
okay, I am missing something and I can't seen to figure out what.

I read the post on the HideExit() at http://lpmuds.net/forum/index.php?topic=290.0

But I am missing something in the use. If I put in HideExit("northwest"); it doesn't work, and generates errors on the room.

the SetObviousExit() is a bit much for typing on every room that has a hidden exit.

Can anyone help me figure out what I'm missing?

thanks in advance.

5
Dead Souls Support / error on rugose.com DEMO MUD
« on: November 08, 2007, 01:07:12 am »
Hi, was on the DEMO MUD, in Town and tried to go E of the Village Path and got the following:

Code: [Select]
/domains/town/room/vill_road4
Village Path
As it travels from west to east, Village Road becomes less of a road here and more of a dirt path. The shore of the eastern sea is almost visible from here.
The village schoolhouse is north, and the shore is east. The village stables are south.
Obvious exits: east, south, north, west
> e
/domains/town/obj/seawater.c line 5: Illegal to redefine 'nomask' function "AddShadow"

/domains/town/obj/seawater.c line 5: Illegal to redefine 'nomask' function "RemoveShadow"

/domains/town/obj/seawater.c line 5: Illegal to redefine 'nomask' function "GetShadows"

---
2007.11.08-02.05
*Error in loading object '/domains/town/obj/seawater'
Object: /domains/town/room/shore (/lib/props/inventory.c) at line 48

'<fake>' at /secure/save/creators/k/kalixt (/<driver>) at line 0
'cmdAll' at /secure/save/creators/k/kalixt (/lib/command.c) at line 141
'do_go_str' at /verbs/rooms/go at line 47
'eventGo' at /domains/town/room/vill_road4 (/lib/exits.c) at line 87
'eventMoveLiving' at /secure/save/creators/k/kalixt (/lib/player.c) at line 256
'eventMove' at /secure/save/creators/k/kalixt (/lib/player.c) at line 236
'eventMove' at /secure/save/creators/k/kalixt (/lib/interactive.c) at line 530
'eventMove' at /secure/save/creators/k/kalixt (/lib/props/move.c) at line 42
'CATCH' at /secure/save/creators/k/kalixt (/lib/props/move.c) at line 42
'create' at /domains/town/room/shore at line 79
'SetInventory' at /domains/town/room/shore (/lib/props/inventory.c) at line 185
'eventLoadInventory' at /domains/town/room/shore (/lib/props/inventory.c) at line 122
'eventLoadItem' at /domains/town/room/shore (/lib/props/inventory.c) at line 48
Trace written to /log/catch
*Error in loading object '/domains/town/obj/seawater'

You remain where you are.

I don't get that on mine, which is only 2.4.6 version

Kalixt

6
Hi all!

new to MUDs, looking forward to playing around in this one. I started by figuring I was going to go though all the items, re-write them and mke new one to help learn the format and process. First thing I did was go through and make a .45ACP pistol as a variant of the 9mm. got it working, magazines work fine...etc. (I also hate the term "clip" in referring to magazines, so I'm changing all that as well.)

Anyway, I wanted to make abox of .357 rounds that comes fully loaded, for the revolver. I started with the 357case.c file and redid it to 357mag-box.c and gave it an inventory of 12 rounds. Since it is just a form of a bag, I figured no biggie. Problem is it doesn't work unless I remove the routine to ONLY let you put .357 rounds in the box.  Now when I go back and do the original 357case.c file, it won't let you even put the rounds in the empty box without errors.

Heres the code below.

also, what happened to the code for the rifles?  M16 and 50 cal?

This one does not work. It will generate an empty box, that gives all kinds of errors when you try to put rounds in it.
Code: [Select]
#include <lib.h>
 
inherit LIB_STORAGE;

void create() {
    ::create();
    SetKeyName("cardboard case");
    SetId(({"case","box"}));
    SetAdjectives(({"small", "cardboard", ".357 ammo", "ammo"}));
    SetShort("a small .357 ammo case");
    SetLong("A small cardboard case designed to carry .357 caliber ammunition.");
    SetMass(10);
    SetDollarCost(1);
    SetMaxCarry(12);
    SetCanClose(1);
    SetClosed(0);

    SetInventory( ([
"/domains/ZombieLand/obj/round357mag": 12
      ]) );
}
void CanReceive(object ob){
    ::CanReceive();
    if(ob->GetKeyName() != "round357mag") {
tell_object(this_player(),"This cardboard case is for .357 ammunition only.");
return;
    }
}
void init(){
    ::init();
}
This one does work, creates a box full of ammo, but lets you put anything in it.
Code: [Select]
#include <lib.h>
 
inherit LIB_STORAGE;

void create() {
    ::create();
    SetKeyName("cardboard case");
    SetId(({"case","box"}));
    SetAdjectives(({"small", "cardboard", ".357 ammo", "ammo"}));
    SetShort("a small .357 ammo case");
    SetLong("A small cardboard case designed to carry .357 caliber ammunition.");
    SetMass(10);
    SetDollarCost(1);
    SetMaxCarry(12);
    SetCanClose(1);
    SetClosed(1);

    SetInventory( ([
"/domains/ZombieLand/obj/round357mag": 12
      ]) );
}

void init(){
    ::init();
}
and here's the original box, which by design is empty, bu does not work as designed. Yes, the round name is changed, that is all tho.
Code: [Select]

#include <lib.h>

inherit LIB_STORAGE;

void create() {
    ::create();
    SetKeyName("cardboard case");
    SetAdjectives( ({"small", "cardboard", ".357 ammo", "ammo"}) );
    SetId( ({ "case" }) );
    SetShort("a small .357 ammo case");
    SetLong("A small cardboard case designed to carry .357 caliber amunition.");
    SetMass(10);
    SetDollarCost(1);
    SetMaxCarry(12);
}
void CanReceive(object ob){
    ::CanReceive();
    if(ob->GetKeyName() != "round357mag") {
tell_object(this_player(),"This cardboard case is for .357 ammunition only.");
return;
    }
}
void init(){
    ::init();
}

thanks in advance!


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