All Things Coding

A forum to discuss the 24x7 online p-Hârn world Harshlands MUD (http://harshlands.net) inspired by N. Robin Crossby. Discussion should avoid current In-Character world activities so as not to spoil the immersion of others in the game.

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blackhorde
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Re: All Things Coding

#1126 Postby blackhorde » Wed Mar 08, 2017 5:14 am

Found a crash in delayed_incinerate and plugged it.
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Re: All Things Coding

#1127 Postby blackhorde » Thu Mar 09, 2017 8:05 am

It was pointed out to me that you cannot use hyphenated keywords when targeting with ~ so I have fixed that. Should work for emotes, tell, say, etc. If I missed any let me know if you notice any after next reboot.

emote grins at ~blue-hood
tell blue-hood Oooooh yeah
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Re: All Things Coding

#1128 Postby blackhorde » Fri Mar 10, 2017 3:46 am

Followers will follow when you Enter/Leave objects next reboot.
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Re: All Things Coding

#1129 Postby blackhorde » Fri Mar 10, 2017 4:50 pm

Fixing ~ (tilde) targeting so that punctuation is not a problem at the end of keywords. Such as "emote smirks at ~blue-scarf, then laughing." Previously it would assume the comma was part of the keyword you were looking for so it would say it didn't know who you were targeting. Fixed on reboot.

Admins noticed logging in/out removed on reboot.
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Re: All Things Coding

#1130 Postby blackhorde » Tue Mar 14, 2017 10:10 pm

Stat C will look for a target in room before polling Player files and then NPC list for a result

Allowing negative values for strength value in craft smells

Should no longer notice movement thru closed doors

Adding Race and Deity to Mlist output for ease of NPC review
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Re: All Things Coding

#1131 Postby blackhorde » Wed Mar 15, 2017 2:57 am

Olist will no longer have problems finding objects that have upper case keywords on reboot
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Re: All Things Coding

#1132 Postby blackhorde » Wed Mar 15, 2017 4:33 am

Materials command getting some added functionality.
You'll see object numbers next to objects in the materials list now.
You can use those object numbers with the materials command to see what crafts you possess which create those objects.
Help Materials updated.
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Re: All Things Coding

#1133 Postby blackhorde » Fri Mar 17, 2017 12:20 am

Groups Change
I have altered the code and how groups work
in the hopes that we bypass some of the cludgy
steps and behavior that sometimes occurs.
As a group leader you no longer have to follow
your horse for you to show up in the group list.
You no longer have to order hitches to follow
someone in the group. Just hitch them to something
in the group and they will be fine.
If you are a rider wanting to follow the group
leader just use the follow command against them.
You and your horse will be included in the group.
No separate ordering command required.
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Re: All Things Coding

#1134 Postby blackhorde » Fri Mar 17, 2017 5:04 am

Removed some duplicate code by consolidating into two new code functions find_leader and not_in_group.
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Re: All Things Coding

#1135 Postby blackhorde » Fri Mar 17, 2017 11:18 pm

Stat C and Mob commands will prioritize offline PC files over NPC's not in room with admin

Materials command using an object number argument will now also show the item it morphed from if one exists.
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Re: All Things Coding

#1136 Postby blackhorde » Sun Mar 19, 2017 2:11 am

Possible crash fix surrounding "Fire Pillar" and fleeing things.
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Re: All Things Coding

#1137 Postby blackhorde » Tue Mar 21, 2017 4:35 am

The Promote command will no longer be usable on creatures under a Charm state.
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Re: All Things Coding

#1138 Postby blackhorde » Wed Mar 22, 2017 5:28 am

Most summoning rituals altered so creatures are only around for a RL hour or less
Previously the creatures would just stick around until a reboot.
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Re: All Things Coding

#1139 Postby zargen » Sat Mar 25, 2017 1:47 am

I'm curious if there's a coded way to make the temporary gulmorvin summons die at sunrise like they're thematically supposed to

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Re: All Things Coding

#1140 Postby blackhorde » Sun Mar 26, 2017 4:58 pm

TFBC tracked down an odd combat crash we were experiencing. Found that it was occurring when characters were set in Frantic combat mode and they successfully Blocked or Parried. Fixed on next reboot.
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Re: All Things Coding

#1141 Postby shaun » Wed Mar 29, 2017 2:41 am

I knew I wasn't crazy when I thought I was crashing the game!

Edit: Any way we can get rid of the "foolhardy attack" echo?

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Re: All Things Coding

#1142 Postby blackhorde » Wed Apr 05, 2017 1:44 pm

Hooded sorts were not getting Whispers from merchants when they were trying to sell/buy/etc the wrong type of item or when the merchant didn't have enough money, etc. Should be fixed on next reboot. Had to pull in the big guns. TFBC got this figured out.
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Re: All Things Coding

#1143 Postby blackhorde » Sun Apr 09, 2017 2:15 am

When being converted you should see the proper deity you are being offered to be converted to now.
Fixed up some hooded targeting stuff moving from C Code name_to_ident towards C++ Code *->ident().c_str().
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Re: All Things Coding

#1144 Postby blackhorde » Wed Apr 19, 2017 7:18 am

Some added functionality to the Roadblock type objects in game. Currently they are all impassable. But now if they are built with a Cost greater than zero that amount can be paid to force the Roadblock to morph to its non-roadblock type allowing passage thru the area. Tribals can now be offered tribute to allow passage.
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Re: All Things Coding

#1145 Postby someguyagain » Wed Apr 19, 2017 3:54 pm

blackhorde wrote:Some added functionality to the Roadblock type objects in game. Currently they are all impassable. But now if they are built with a Cost greater than zero that amount can be paid to force the Roadblock to morph to its non-roadblock type allowing passage thru the area. Tribals can now be offered tribute to allow passage.


Nice.

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Re: All Things Coding

#1146 Postby blackhorde » Sat Apr 22, 2017 11:25 pm

Some Profile reformatting done to group all the combat related items together to make them easier to see at a glance.
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Re: All Things Coding

#1147 Postby blackhorde » Sun Apr 23, 2017 12:55 pm

Code live next reboot to hopefully stop Vehicles from entering Vehicles.
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