Topics in Category: General - tbaMUD Mon, 06 Jul 2020 20:56:22 +0000 Joomla! - Open Source Content Management /media/kunena/images/icons/rss.png Topics in Category: General - tbaMUD en-gb New Server - by: Rumble General Fri, 10 May 2013 18:36:56 +0000 How to Remove the Stock World or Zones - by: Halenbane
** Ever been writing on a forum and when you are done, out of habit , you ctrl-x , and y to save lmao.
I just did...]]>
General Thu, 28 Jun 2012 17:58:54 +0000
Crash on Look .anything - by: Rumble
Anyone with OSX experience know why the GCC version would matter?]]>
General Tue, 30 Jun 2020 16:25:31 +0000
DikuMUD license changing - by: Rumble ]]> General Thu, 18 Jun 2020 19:00:30 +0000 DB.c Check_bitvector_names - by: Plex
From check_object
for(y = 0; y < TW_ARRAY_MAX; y++) {
error |= check_bitvector_names(GET_OBJ_WEAR(obj)[y], wear_bits_count, objname, "object wear");
error |= check_bitvector_names(GET_OBJ_EXTRA(obj)[y], extra_bits_count, objname, "object extra");
error |= check_bitvector_names(GET_OBJ_AFFECT(obj)[y], affected_bits_count, objname, "object affect");

GET_OBJ_AFFECT(obj)[y] – int
bits – unsigned long int
namecount – unsigned long int
flagnum – unsigned int

static int check_bitvector_names(bitvector_t bits, size_t namecount, const char *whatami, const char *whatbits)
unsigned int flagnum;

for (flagnum = namecount; flagnum < sizeof(bitvector_t) * 8; flagnum++) {
if ((1 << flagnum) & bits) {

Attached is a proposed solution. It will produce the following errors for and object like this.

unfinished object~
an unfinished object~
An unfinished object is lying here.~
0 0 0 0 0 a 0 0 0 dF aF bF aF
0 0 0 0
0 0 0 0 0

Jun 11 13:33:46 2020 :: SYSERR: Object #1250 (an unfinished object) has unknown object affect flag, bit 31 in element 1 (0 through 34 known).
Jun 11 13:33:46 2020 :: SYSERR: Object #1250 (an unfinished object) has unknown object affect flag, bit 1 in element 2 (0 through 34 known).
Jun 11 13:33:46 2020 :: SYSERR: Object #1250 (an unfinished object) has unknown object affect flag, bit 31 in element 2 (0 through 34 known).
Jun 11 13:33:46 2020 :: SYSERR: Object #1250 (an unfinished object) has unknown object affect flag, bit 0 in element 3 (0 through 34 known).
Jun 11 13:33:46 2020 :: SYSERR: Object #1250 (an unfinished object) has unknown object affect flag, bit 31 in element 3 (0 through 34 known).

File Attachment:

File Name: check_bitvector_names.txt
File Size: 9 KB
General Thu, 11 Jun 2020 19:13:42 +0000
Bug in Drink containers - by: cunning
General Mon, 08 Jun 2020 18:43:42 +0000
Hedit Location - by: cunning General Wed, 20 May 2020 11:19:36 +0000 Seeing Stats as a player - by: Papaya Pete General Thu, 14 May 2020 01:01:18 +0000 IDXTYPE - unsigned short int - by: cunning General Wed, 13 May 2020 19:56:42 +0000 Object Saving - Player File Question - by: Angarth
In fight.c within void raw_kill

+ Crash_rentsave(ch, 0); // Force a save before extracting their character, to save inventory
General Wed, 06 May 2020 12:21:50 +0000
Make file memory check - by: thomas

This code was not part of the original CircleMUD distribution. It has been
included in tbaMUD and is attributed to:
Version 1.1 Copyright 1996, 1998, 1999, 2000 Eric Murray This email address is being protected from spambots. You need JavaScript enabled to view it.

Note that the code in tbamud isn't an exact copy of Eric's code, but is derived from his example.]]>
General Thu, 30 Apr 2020 19:25:03 +0000
Customized wear/remove message - by: Nero General Thu, 30 Apr 2020 15:36:39 +0000 Customized Entry/Leave Message? - by: Nero
I resolved this in a roundabout way, the entry works well I gave the mob sneak to cover up the default entry message, the leave trigger I just created a customized leave trigger in code for the specific mob(s).

You are right, the leave trigger is designed for saying goodbye to the person leaving the room.]]>
General Sat, 25 Apr 2020 22:32:09 +0000
Unity MUD Project - by: Kewlb
I am posting to see if anyone is interested in assisting me with my new MUD project. The project is a new MUD codebase written from the ground up. The codebase is not a traditional MUD in the sense that it does not utilize a terminal emulation protocol. The connectivity protocol utilizes Telepathy on the back-end and is a custom TCP server.

As such, traditional MUD clients will not be able to connect to it and you must utilize a custom client that will be written in c# with Unity. The fact that I am utilizing Unity means I am able to do a lot of things that were simply not possible before. I want to keep any graphics to a minimum and still want the overall main focus and almost all gameplay to happen via text.

The Unity client portion is functional enough for what is required for development, but still needs a ton of TLC. As of now you can register, login, and play the game. As of now all game output is displayed via text mesh pro text box. Utilizing rich text boxes allows for colors & formatting not possible before. The client supports command history, speed walking, and command stacking.

The server is written in c# using .NET Core. There are not any unity libraries in use on the server. As of right now I have quite a few of the server systems in place and functioning as intended these include but are not limited to: game client connection registration, account registration, account login, command/state handling, command parser, zones, rooms, items, equipment, stats, modifiers, affects, classes, races, characters, npc(s), monsters, movement, look, get, put, wear, hold, wield, inventory, equipment, and some other functionality. I am working a few hours a day slowly getting things where they need to be.

I will try to describe, as briefly as possible, what I am envisioning and want to accomplish. You can ignore naming and other things as I can change anything based on what the team I am putting together agrees upon; however I want to stay fairly close to what I am envisioning theme wise.

My RPG system itself is not really based on any existing system and certainly does not conform to any D&D rule sets. If this turns you off I would stop reading now.

In my system there are 3 main areas of statistics. One is your point pools (Health, Mana, Mental, and Action), the next are your VITALS (Vitality, Intelligence, Toughness, Allure, Lore, Speed) and then a 3rd area that, currently, contains about 30 various statistics like increases to various damage types, resistances, percent modifiers, etc...

Classes are handled via Tier system with the ability to move up a tier or sidways in Tier #1 after fully leveling a character. For example let's say you are a Witch.. after fully leveling a witch can become a Shaman, or can choose any other starting class (like Thief). When this happens they are reset back to level 1 (all Points are also reset as are base statistics) but retain all skills from the original class. If the player choose Shaman, once they reach max level they can become a Necromancer. If they chose a Thief they could become a Shaman, a Trickster, or any Tier 1 class like Cleric. There is a max of 3 classes. After reaching max level for all 3 classes the player can become a paragon which allows them access to 1 Tier 1 class, 1 Tier 2 class, and one Tier 3 class of their choice.

Current Classes:
Brawler -> Champion -> Warlord
Knight -> Paladin -> Guardian
Monk -> Ninja -> Assassin
Thief -> Trickster -> Illusionist
Archer -> Ranger -> Druid
Cleric -> Bishop -> Templar
Witch -> Shaman -> Necromancer
Acolyte -> Elementalist -> Magus
Paragon (Access to 3 trees at a time)

Races -- There are various races I have planned. None are typical races nor is race really the same as you would expect in other games. Think of Race more like a Body you are placed into. They can be upgraded/enhanced/swapped out.

All objects can have their own timer and I can operate down to the millisecond scale -- as such there are no traditional "rounds" or "ticks" like there is in circle bases.

Theme: A mixture of Sci-Fi (Think Carbon Black / Black Mirror) & Fantasy. The game will take place in a cut-throat world where the rich can rule & live forever and, for the most part, have managed to enslave most of the population. Each character is a memory storage device downloaded into a body (race). Characters only have a finite number of Deaths before they can no longer be revived (without assigning them a life credit). These life credits belong to the "account" and can be assigned to characters. You also must have certain amount of life credits to use certain types of bodies (races).

I have a wealth of features planned like a really nice resource gathering and crafting system as well as player owned stores & activity centers.

What I need right now is someone to head up the Creative side of things. I can handle all of the coding required. I wouldn't mind assistance -- but for right now I am not looking for another server developer. I might entertain a Unity developer, but I think one person writing the core server is best currently. I might break this rule for the right developer.

The head world designer will help me come up with the overall thematic focus of the game, help me decide on stat values, pacing, and other game play elements, lead efforts in recruiting and managing builders, will be expected to write the story, fully build zones end-to-end, assist in any other writing required for the game (help, socials, etc...)

world building will be accomplished via a custom written application -- no need for in-game menus. This should make building a lot easier. You will still be able to see your building reflected with your in-game character. Since this has not been created yet the head world designer will have a lot of impact over this tool.

I do have a plan to monetize the game; however it can and absolutely will be fully playable for free without the feeling of feeling slighted or automatically behind if you didn't spend money on it. I will discuss compensation terms with whomever I decide to fill this position.

To apply please send me a PM here. I also created a temp discord channel for this: ]]>
General Mon, 13 Apr 2020 22:48:40 +0000
So hi again... - by: Rumble General Mon, 13 Apr 2020 11:44:28 +0000 Calculating saving throw in a DG script - by: Krell

Nero wrote: Thanks,
Your above suggestion was, in a round about way, what I was looking for

Heh. Well I'm glad I was able to at least help guide you in the direction you needed to go. :)]]>
General Wed, 26 Feb 2020 01:33:38 +0000
Help file - by: Castillo
You gave me an idea.

I just did a whole cut and paste into the hedit editor... it did it.

I should had thought about it earlier..
It's just that i was used to add new files in circle mud.
IIRC circle mud had files for each "help topic".
TBA mud use something that look like more a database.

General Fri, 07 Feb 2020 18:35:49 +0000
Deprecation warning in gmake 4.3 - by: Krell

thomas wrote: Hmm. The wildcard and patsubst commands must be BSD only.

I don't know. They seem to be, or have been, features of gnu make. But I can't recall if I put them in my Makefile or if configure did so automagically. It's been a long time since I've modified my Makefile and everything seemed to "just work," so I'm assuming that configure must have done the deed?]]>
General Wed, 05 Feb 2020 14:06:24 +0000
Ask Triggers for multiple mobs in one room - by: Krell

Fizban wrote: The scripts don't need to be combined, the if checks just need to be selective enough to only trigger for things meant to trigger their speech, and they need return 0 for everything else to allow other triggers in the room to interact with any command that doesn't trigger the first script, etc.

Man, why couldn't I have seen this hours ago?!? As it is, this is the script I managed to come up with for my previously mentioned test mobs that seems to work. You have no idea what complicated mess I was working on before I scrapped the whole thing, twice....

I was going to share earlier, but I didn't have a chance to test it until after work so I didn't know if it would work or not. Besides, I had some bugs I had to work out due to the odd misype. Also, I can't seem to get strings assigned to variables to work properly. Maybe someone can help with that?


I've already reduced it down to the following:
General Sat, 01 Feb 2020 01:53:23 +0000
Q: About those spells - by: Castillo

So I think this confirms that this is left to the implementor to decide if they want these spells enabled, at what levels, and any modifications to the help files regarding duration, levels, etc....

I thought, maybe it was removed to figure out a bug, and it become forgotten. (ANIMATE DEAD)

Actually, it's not that i need them.
I'm working on a spell and skills OLC. That i want to be compatible with build-in original spells and skills.

from spells.h:
SPELL_VENTRILOQUATE : defined, but doesn't exist.
SPELL_GROUP_RECALL : defined, but doesn't exist.
SPELL_ANIMATE_DEAD : not assigned to any classes.
SPELL_WATERWALK : not assigned to any classes.
SPELL_TELEPORT : not assigned to any classes.

Well, i'll leave them that way, and ignore VENTRILOQUATE.

General Wed, 29 Jan 2020 05:11:25 +0000
Yahoo Groups Deletion - by: Rumble uploaded all the yahoo groups I was a moderator or member of in case anyone wants to use them in the future. Yahoo is deleting all groups next month if anyone has more to add.

General Wed, 15 Jan 2020 23:19:36 +0000
DG Script crashing game - by: thomas

and looks like this:
General Thu, 09 Jan 2020 21:38:19 +0000
Issues installing through Cygwin - by: Rumble General Thu, 09 Jan 2020 14:35:05 +0000 VS and WIndows help - by: Parnassus here. It would be interesting to know if it works for other people.]]> General Sat, 28 Dec 2019 04:00:30 +0000 New Developer - by: Papaya Pete Another plus side is you can do quite a lot with it. I am not sure what you had in mind, but I am sure that you can either find a snippet or create your own (with nice enough people on here willing to help, at least if you are willing to show you are doing your best). There are also a lot of awesome DG script references and examples on this site and forums.]]> General Tue, 17 Dec 2019 16:07:51 +0000 Adding racial start rooms - by: thomas - how does this look in your version?

Are you loading your new cedit preferences correctly?]]>
General Sat, 14 Dec 2019 12:26:41 +0000
DG Script - by: Papaya Pete General Sat, 07 Sep 2019 22:52:20 +0000 Combat Trigger help - by: Rumble General Sun, 18 Aug 2019 20:16:13 +0000 Mars Rover - by: Rumble General Sun, 18 Aug 2019 20:14:26 +0000 Amiga Binaries - by: aNACHRONiST General Wed, 12 Jun 2019 06:17:03 +0000 Win 10? - by: thomas

There are readmes for different compilers and for windows as well.]]>
General Thu, 06 Jun 2019 22:05:37 +0000
tbaMUD 2019 Release - by: WhiskyTest General Tue, 14 May 2019 20:52:38 +0000 Recent command - by: thomas

Basically, just play with them to find out what they do.]]>
General Wed, 10 Apr 2019 22:12:19 +0000
Recent command - by: thomas General Thu, 28 Mar 2019 21:05:37 +0000 Trigger of the Day - Obj Extract Example - by: Parnassus
What I'm really looking for is a way to show the original line minus the extracted word without having to go through each word manually and sticking them back together. Help Extract uses the phase "do you want chicken" and changes it to "chicken want do you?" What I'm looking for is to extract, as an example, word 3 with an output of "do you chicken". The obvious way is to output extract1, extract2, extract4 but I'm hoping for something easier. I was in hopes that the %altered_speech% would give me some insight but just the compared efficiency interested me.

I was so surprised to try it out and find...nothing. I threw in a bunch of echoes to see what was happening and I found that the trigger took the original sentence and very stealthily took it apart, word by word, and then put it back together. Did I miss something? I suppose I could actually play with it to make it react more like the previous example but anything I could do to it would make it less efficient than trigger 208.

Perhaps the efficient way might be to do a while cdr in the first example instead of extracting each word individually? Of course, this doesn't help my original question at all but now that advanced version is kinda bugging me.]]>
General Mon, 11 Mar 2019 17:11:16 +0000
Specialized guildmaster spec-proc - by: Papaya Pete
Your tester likely has the sneak skill at 36%; the command "sneak" doesn't have an if statement that checks the user's class, so if your tester's got the skill trained via scripts the code will allow her to perform the skill. If this isn't what your goal is regarding skill training, you'll have to throw in an if statement or some other method for checking the class and denying all those non-thieves the chance to steal their secrets.

Edit: huh, I should've scrolled up to see what the whole topic was. My mistake!
Anyways, one way you could try and solve this is actually assign every skill you want to be cross class to every single class, but throw in a check to see if the character has any training in said skill. If they have at least 1% in it, then write the line out normally. If the skill is a big fat 0, don't print out the line. For example, your above "practice" skill list would end up looking like this:

Some players might not like this because they may not know what skills are available for them to learn. However, trainers at different guilds list what they teach using your scripts, am I right? Problem solved! And it also opens the door to hiding some skills that are very potent, giving determined (or those with way too much time on their hands) players something to search for and discover.]]>
General Sat, 23 Feb 2019 05:37:41 +0000
Resetting practices - by: rudeboyrave General Tue, 08 Jan 2019 00:30:56 +0000 Quest object - qedit - by: Rumble General Thu, 22 Nov 2018 13:34:18 +0000 Website and Forums Updated - by: Rumble
I am planning on the tbaMUD 2019 release in January if anyone has any additions or recommendations. Please submit via GitHub, link in the top right corner.]]>
General Mon, 12 Nov 2018 19:18:57 +0000
WINTERMUTE mud source code - by: rudeboyrave General Sat, 22 Sep 2018 02:34:14 +0000 Like Many of You.....I'm Baaack! - by: rudeboyrave General Wed, 15 Aug 2018 22:24:50 +0000 Running on Windows using Visual Studio - by: Parnassus General Sun, 05 Aug 2018 16:41:10 +0000 Running on a Windows machine? - by: Parnassus error C2065: 'HUH': undeclared identifier
and forgot to comment it out. I didn't even realize that it didn't error until I tried out the mud and got the Huh!?! in the proper places!

Anyway, for anybody who starts reading this topic from the end in hopes that there are instructions here, it would probably be more helpful to go directly to: ]]>
General Fri, 03 Aug 2018 23:14:43 +0000
DG Scripts - by: rudeboyrave

this seems to be a good one.]]>
General Fri, 13 Jul 2018 21:21:44 +0000
Mhunt Crash Prevention - by: WhiskyTest
If that works, something might be afoot in mremember..]]>
General Wed, 27 Jun 2018 20:18:09 +0000
Player-Owned Shops - by: Sascha
Obviously, I think the long way around stuff... :)]]>
General Sat, 23 Jun 2018 22:35:14 +0000
Odd Bug with Emote System - by: lacrc
And I know right haha, maybe if it was crashing you would've seen it... But glad it works!]]>
General Thu, 21 Jun 2018 11:43:39 +0000
Need Help - by: thomas General Sun, 17 Jun 2018 17:11:51 +0000 Need Help - by: Franco General Sat, 16 Jun 2018 18:48:42 +0000 do_hit problem - by: JTP General Tue, 05 Jun 2018 19:08:35 +0000 Snooping - by: cunning General Sun, 03 Jun 2018 20:26:12 +0000 Object type check - by: thomas
The output from this code should tell you the problem.]]>
General Fri, 01 Jun 2018 21:49:44 +0000
Identical object wear prevention - by: rudeboyrave
Name: 'OBAMA PHONE DRONE!', VNum: [22757], RNum: [ 2399]
Trigger Intended Assignment: Objects
Trigger Type: Get Wear , Numeric Arg: 100, Arg list: None

while %i% < 30
eval item %actor.eq(%i%)%
if %item.vnum% == 15380
%send% You notice a drone flying high above you!
%send% The surveilance drone targets your spare phone and destroys it!
%echoaround% %actor% attempts to foil the government by obtaining two obama phones! A drone shows up and destroys the device!
odamage %actor% 10000
%purge% %self%
eval i %i%+1
General Mon, 28 May 2018 04:15:49 +0000
New item idea - by: WhiskyTest

add two checks like the above for each class and you'll be golden.]]>
General Fri, 25 May 2018 06:35:44 +0000
Object aff_flag check - by: WhiskyTest General Tue, 22 May 2018 13:07:12 +0000 what is wrong here: - by: JTP General Sat, 19 May 2018 21:51:42 +0000 Minor Troubles with Stock Areas - by: Chime General Thu, 17 May 2018 17:03:11 +0000 if check not working - by: thomas Your logic is slightly off there.


both works better,]]>
General Sun, 13 May 2018 14:20:16 +0000
New Sector Type Weather Effects - by: Sapphire General Wed, 09 May 2018 19:11:09 +0000 Lengthening short arguments for hidden doors - by: Sapphire
General Fri, 04 May 2018 23:06:53 +0000
Objects from corpses - by: Sascha
1) Is there a way to set it so that PC corpses can't be taken/carried by players?

2) Has anyone made a snippet that moves the inventory of a PC's corpse to a location, such as a donation room, when it decays?]]>
General Fri, 04 May 2018 15:23:01 +0000
Integrating Happyhour to show real time on a website - by: JTP
If that Can show who is online, Then it should also be possible to show happyhour. Dont know If you Can use that.]]>
General Thu, 03 May 2018 11:41:33 +0000
Problem with the sector types Water(Swim) and water(No swim) - by: Chime General Mon, 30 Apr 2018 10:18:53 +0000 Crashing On Shutdown - by: Krell

Papaya Pete wrote: Honestly, I'm not really sure what free_list(global_lists) even does. Hah, it would help if I understood what exactly the error was in the first place in order to fix it! What global variables does it deal with?

global_lists is struct of type char that is created using create_list() when the mud is first started up. free_lists() is called to free and NULL the addresses used by global_lists upon shutdown.

Side note: rebooting the mud does NOT trigger the crash. "Shutdown" and "shutdown die" do trigger it. I suppose that narrows it down slightly!

Yes, if global_lists is using addresses it isn't supposed to then it'll show up on shutdown when free_lists() is called. I believe a simple reboot or copyover doesn't require clearing all memory, though you'd think a reboot should. Maybe there's some sort of speedup involved by NOT clearing out all memory on reboot?

I've had, and continue to have, a similar issue on shutdown except my problem shows up in clearing out the followers lists. So I never even get to that section in comm.c.

Edit: Actually, create_list() is a struct of type list_data*, not char*.

Edit 2: Just in case my tone seems to indicate otherwise, I'm not an expert but this is what I believe I've figured out while trying to debug my own crashing on shutdown issue. Take everything I say with a helping of NaCl.]]>
General Sun, 29 Apr 2018 16:27:50 +0000
login and prompt - by: WhiskyTest General Thu, 26 Apr 2018 10:47:51 +0000 Builder application - by: reesylou
I am in Australia (GMT+10), so guess I am on at different times to most of you. I work from home at the moment so can jump on at most times through my day or evening if I know someone will be around.

I look forward to hearing from one of you. Thanks in advance :)]]>
General Thu, 26 Apr 2018 10:32:30 +0000
Adding Room Flags to Redit - by: Chime General Mon, 23 Apr 2018 17:38:11 +0000 mob that is not sentinel - by: thomas
So either one of the first two would be better.]]>
General Sat, 21 Apr 2018 13:24:54 +0000
weather - by: Krell General Thu, 19 Apr 2018 22:14:10 +0000 Trouble with Strchr - by: Chime General Tue, 17 Apr 2018 04:26:16 +0000 Snippet Help: Hemote - by: Chime General Mon, 16 Apr 2018 15:41:11 +0000 Using Standard Color Codes - by: Chime General Mon, 16 Apr 2018 13:24:06 +0000 Can I make a new exit in the room? - by: JTP
The trigger Then teleports the player in and out]]>
General Mon, 16 Apr 2018 12:25:10 +0000
Advice on adding a trigger activating Sunrise/Sunset in addition to Time of Day? - by: Krell
So that's time_xtriggers() or check_time_triggers()? I can't find time_xtriggers().

Edit: Nevermind. I just realized you meant the x in time_xtriggers() as a place holder.]]>
General Sun, 15 Apr 2018 14:06:27 +0000
How do I get the Saving throw values to display in do_show or do_stat? - by: Nibiru
I'll do some further testing with equipment that modifies saving throws and see if I can get a value to display, since based on what JTP said above it should.
If that fails I'll change one line and see if your suggestion works.

General Mon, 09 Apr 2018 16:51:03 +0000
How do I clear the blank line after a socials command? - by: Parnassus
> accuse
Accuse who??

I don't see a blank line. I thought it might be because I use an outdated version but I saw the same thing online. I thought it was possibly related to toggle compact but I see that my home version has it toggled on and the online version has it toggled off.]]>
General Sat, 07 Apr 2018 17:23:28 +0000
Multiple odd bugs - by: Sascha
I'll follow all your advice, and report back.]]>
General Thu, 05 Apr 2018 13:26:20 +0000
Newbie code snippet problem - by: thomas

JTP wrote: What is the difference between



The first one compiles fine and never gave me trouble in game.

The initialization will work, because C does things differently when initializing the variable than when assigning it later.

However, it will only work there -- . Several other places in the code, we are resetting a "global" buffer with Note the ' (single quotes) instead of " (double quotes), signifying we're just inserting a NULL as first character.

So, to keep the code similar everywhere, I suggest using that convention here, too.]]>
General Mon, 02 Apr 2018 21:29:51 +0000
Skill question - by: JTP General Sat, 31 Mar 2018 13:45:22 +0000 2 UNUSED breaths in messages - by: thomas General Sat, 31 Mar 2018 12:04:48 +0000 Need advice on restricting class choice based on race - by: Nibiru Thank you to everyone who gave advice.]]> General Fri, 30 Mar 2018 23:23:05 +0000 Script not opening door - by: Nero General Fri, 30 Mar 2018 04:40:55 +0000 Restore All option - by: Nero General Mon, 26 Mar 2018 23:05:04 +0000 happyhour - changing from time remaining (hours/mins/secs) to (ticks) - by: Nero General Sat, 24 Mar 2018 23:07:27 +0000 How to add damage bonus to happyhour - by: lacrc
Thinking about it, I think I forgot about the changes in show_happyhour() right? Sorry about that! :P
In case anyone need these in the future, you gotta change the following lines in show_happyhour() in act.other.c:
Right after:

add the line that will show the damage bonus:

Then add it to the bonus list for showing bonus. First add an extra %s at the beginning here:

Like this:

Then after:


And I **think** you'll be good to go! :)

I'll also attach a patch to this post.
Have a good one!

(For those getting the patch, please double check the damage bonus in fight.c, didn't get to actually testing it)

File Attachment:

File Name: happy_damage.patch.txt
File Size: 5 KB
General Sat, 24 Mar 2018 12:43:01 +0000
Working on a skill that some times fires twice, that it ofc should not do - by: JTP General Sat, 24 Mar 2018 01:03:08 +0000 Autosplit not working - by: Nero
General Fri, 23 Mar 2018 17:26:58 +0000
AFK question - by: JTP General Fri, 23 Mar 2018 06:34:53 +0000 You Guys. - by: Papaya Pete After that, I remembered playing some other muds that, I think, based your health completely on your endurance/constitution (seeing as they were RPI, they never revealed the mechanics of their game, but that's how I figured they handled hit points and stamina). Came up with a formula for those, and had them set when characters were initialized after stats were set.
Skills are a little more complicated. At first, I thought, "Hey, have them go up through use!" Sounds easy enough, except for a couple issues.
1.) How would int and wis play a factor? We need smart characters to be rewarded for sacrificing (in a way) points that could've gone into combat-related stats. A base percentage chance of skills going up was what I started with then modded it (10% to have a chance of bringing up a skill, with the gain rate being 5*int score... if it's a failure, 5*wis score is the percent chance to have another shot at that roll).
2.) Is there any skill cap that needs to be put in to keep players from powering through skill levels by grinding? I figured actually having to spend money to train a skill might be a good solution. Couple this with having to buy/repair equipment constantly as one adventures, it makes training skills this way like an investment that requires you to sacrifice gold for. A new iron breastplate, or increasing that sword skill? That kind of thing. Note: I didn't try to hard code this but instead had a very insane looking set of DG scripts that actually worked quite well. The price of the training went up depending on the skill level, and the idea was a trainer in the starting town only went up to, say, 40% before the players had to find other trainers or just increase them through use.
3.) Is that % skill level equal your chance for success? If so, makes the rogue's skill of hiding/sneaking almost useless early on. True, powerful when it is high, but perhaps making some terrain easier to sneak in can make it more forgiving. However... the more forgiving you try to be, the more some will take advantage of it. Other examples: first aid, foraging, crafting skills. I guess this is one of those, "Depends on the skill we're talking about" situations.

Those are some of the ideas that I had tried out when I was tinkering with the levelless system. In the end, seeing as I was the only one doing any building (this is just a fun hobby I'm tinkering with), it just didn't seem that feasible for me to make a lot of content for. I envisioned using a lot of scripts to make events and dungeons which takes a lot of time. This also was before throwing together talk and ask chains; perhaps if I had done that back then it would've been an idea I would've stuck with.

At any rate, perhaps I should've thrown this into a new thread! Since we were talking about muds, people starting one up, and you wanted to ask me what ideas I had... well... here we are!]]>
General Thu, 22 Mar 2018 05:26:24 +0000
Mob special - Backstab - by: JTP General Fri, 16 Mar 2018 20:20:43 +0000 crash - need help with the core - by: JTP General Tue, 13 Mar 2018 21:15:44 +0000 Revision number - by: DirtyDevil I have an old backup with the following 2 files
17/01/2012 - 3,754,561 - tbamud-3.62.tgz
19/01/2012 - 4,103,007 - tbaMUD-tbaMUD.r280.tar.gz

and a more recent backup
29/07/2012 - 3,877,037 - tbaMUD-tbaMUD.r321.tar.gz

Pure guess work tells me Version 295 is about TBA 3.62 or 3.63 ish looking at the file sizes above

I would suggest having your current source in one folder, the current TBA release in another and use meld to compare the two ]]>
General Tue, 13 Mar 2018 09:33:13 +0000
Item with spell trigger starts to fight me when i locate the object - by: thomas

Yeah, just typical me...]]>
General Thu, 08 Mar 2018 23:01:42 +0000
Crash - need help - by: thomas
is there a mob with the name toothpick in the room when you cast the spell?
If so, what does it look like (stat it)?
What does the trigger look like (stat it)?
Do you have fireshield on (stat yourself)?
Is the "tooth" in the room the first "tooth" in the game lists (where tooth)?]]>
General Thu, 08 Mar 2018 20:04:06 +0000
WARNING: Attempting to get content from iterator with NULL list. ] - by: Sascha General Fri, 02 Mar 2018 00:59:09 +0000 Corpse name - by: JTP
Stock just says:

When you look inside, i would like it to look like:
the corpse of a cityguard(here)]]>
General Wed, 28 Feb 2018 21:42:18 +0000
Auto set stats on mobsmax level - by: Fizban
So does ++num;, one is a post-increment, the other is a pre-increment, in instances like this they'd function identically.]]>
General Sat, 17 Feb 2018 14:25:30 +0000
Damage - by: JTP General Sun, 11 Feb 2018 21:22:53 +0000 Hello! - by: Liko General Wed, 07 Feb 2018 21:12:22 +0000 Another crash bug - by: Sascha
i1 510H 110M 92V >
Up since Wed Jan 31 16:47:33 2018: 6 days, 20:07

Thanks again, you rock!]]>
General Wed, 07 Feb 2018 19:52:04 +0000