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Question updating my mudcode

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04 Dec 2017 10:24 #7186 by privorda
updating my mudcode was created by privorda
Hi all,

I want to learn to code in tbamud. I learn the best by editting existing code and watching the results.

But when i want to add an new social for example, with a very simple result, just one sentince. How can i upload this? Should i do this with FTP?

When that's the case it isn't a huge problem to upload the files, but how can i get my mud accepting the newly added social?

Should i rebout the mud? Shut the server down and after that booting it? Should i enter the terminal and enter a few commands there?

I am very new to mudcoding, but i quite like it to play with the code and learn at the same time.

I hope to hear from someone soon.

Greetz privorda

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04 Dec 2017 13:54 #7188 by Fizban
Replied by Fizban on topic updating my mudcode
You don't actually need to edit the code at all to add new socials, there's a built-in editor named aedit that is used for this.

AEDIT-MENU ACTION-EDITOR ACREATE SOCIAL-EDITOR

Syntax: aedit <action>

Aedit is an online action (social) editor that allows you to create socials
on the fly. Anyone can add new socials just ask a Great God or above to set your
OLC to 999 and explain how it works. Use astat to see examples.

Here is the much coveted list of $ codes applicable to socials:

$e he/she/it person doing social
$E he/she target of social
$m him/her person doing social
$M him/her target of social
$n char name person doing social (your name)
$N char name target of social (other persons name)
$s his/her/its person doing social
$S his/her target of social
$t body part of victim
$p object

See also: ASTAT, SOCIALS, AUTOSAVE

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04 Dec 2017 15:07 #7191 by privorda
Replied by privorda on topic updating my mudcode
Hello fizban,

thanks for your reply. That i wanted to add a social was an example, but what i was trying to ask is. imagine i write a new script. wich needs uploading to the server. How can the mud recognise the new script. Should i shut the server down for this and boot it after shutting it down? should i reboot it? or should i enter the terminal and enter a few commands so the mud will recognise and start using the new script that way?

Hopefully my question is more clear ... :)

greetz privorda

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04 Dec 2017 18:40 - 04 Dec 2017 18:42 #7196 by krell
Replied by krell on topic updating my mudcode

privorda wrote: Hello fizban,

thanks for your reply. That i wanted to add a social was an example, but what i was trying to ask is. imagine i write a new script. wich needs uploading to the server. How can the mud recognise the new script. Should i shut the server down for this and boot it after shutting it down? should i reboot it? or should i enter the terminal and enter a few commands so the mud will recognise and start using the new script that way?

Hopefully my question is more clear ... :)

greetz privorda


I'm replying on my phone and the editor seems to hate it, so my apologies for the full page of quoting.

When you say scripts are you talking about the trigger system or are you talking about the codebase? There seems to be some confusion here, or maybe it's just me.
Last edit: 04 Dec 2017 18:42 by krell.

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04 Dec 2017 19:19 #7197 by privorda
Replied by privorda on topic updating my mudcode
Hi,

Oh, my bad, i mean the codebase. as far as i know can triggers be added, editted etc in the mud itself.

But i mean the codebase :)

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04 Dec 2017 20:26 #7198 by thomas
Replied by thomas on topic updating my mudcode
Welcome, Privorda.

There is, in the doc directory of the distribution of tbamud, a file called coding.txt . It tells you something about the more useful functions and macros in the tbamud codebase.

Basically, coding on circlemud boils down to these steps:
1. download the files (either as a zip file or by git clone)
2. run
Code:
./configure
. This triggers the creation of a Makefile in the src dir.
3. enter the src directory.
4. alter the relevant .c and .h files, if you wish. This is the coding.
5. run the command
Code:
make
to build your code into a binary you can run.
6. repeat 4 + 5 until satisfied with the result.

To run your new server, run one of the autorun scripts, or just
Code:
bin/circle <portnum>
from the root dir. If it is already running, and the build succeeded, you may load the new code directly from within the game with the
Code:
copyover
mud command.

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