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It's Not Just a Game |------[ http://www.retromud.org ]------| It's an ATTITUDE
6 Planets. 60 Races. 1,000 Skills & Spells. Infinite Possibilities.


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1. a couple of questions Sat Nov 11, 2006 [7:37 PM]
yzor
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member since: Jul 5, 2006
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to start i'm running a rom based mud.
my questions is this is there a way to not show areas like limbo, areas that really aren't areas, in my areas list and what would it take to get rid of the class titles, i don't really want to keep trying to think up 60 or different class titles for the new classes i'm creating.


2. RE: a couple of questions Sat Nov 11, 2006 [11:43 PM]
mann_jess
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member since: Dec 10, 2005
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...Well, go into the function which shows every area, and code in some way to show only the areas you want. (i.e.) add a flag to the area to determine if the area should be shown or not. Then, in that function, do something like:
if (isFlagged(area,FLAG_SHOW)==false) continue;
...in your area loop.

As for the class titles... just don't show the class titles anywhere, and noone will know they exist. Then you can name the classes whatever you want... like class200523, for example.

To do either of these things... look over the rest of your code to determine how it's done for similar things. For example, go into your "do_who" code, and look at how each peice of information is displayed, then remove that part for the class names. Do the same thing for "do_score", and whatever else you want. Likewise, look over your code and figure out how other flags are added... then add your show flag, and determine which function checks if something is flagged, and use that in your "arealist" function.

Everything needs to be identified by something... either a name, a number, a reference or pointer in a list, or whatever. You could verywell completely remove the name attribute for every class, but you'd have to remove the references to it everywhere else anyway, so it'd be more work. Not to mention that then you'd have to come up with some other way to identify it anyway. If you decide to go that route, however, you can figure out how to do that based on other areas of your code as well.

Best of Luck,
-Jess

(Comment added by mann_jess on Sun Nov 12 0:00:22 2006)

I could be totally wrong here... but I don't see any reason why you'd even want to be creating new classes without names though. I'm guessing what you want to implement, therefore, would be better accomplished with another method. Try to think of some other way to get what you want done. For example, perhaps you want to make every character classless, and allow each character to gain skills and spells while playing?

Best of Luck,
-Jess


3. RE: a couple of questions Sun Nov 12, 2006 [12:18 AM]
Viraginous
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member since: Aug 8, 2005
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I think the OP was asking how not to have, say, a class called the Knight of Squidberry have a new title with every level, so at level 1 they're a Squidberry Page or what-have-you. I might be wrong.


4. RE: a couple of questions Sun Nov 12, 2006 [1:10 AM]
kingarthyr
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member since: Feb 4, 2006
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You'll have to decide what you're gonna do. Does ROM force you add class titles? If so, you'll have to remove it from your character creation, from where and how its saved to your database, plus any references for its display, like in a who, whois, info, score, etc.

Since I don't know the ROM code, I can't give specific function names, but this should get you started. One thing you CAN do, if you're not sure where things are, and this is a real brute force, sloppy method is remove it from your save/load functions for the db, try to compile, you'll get errors where it looks for the variables/array/whatever. You then fix that. Recompile, do it again, over and over til you get a good compile. If you have a current database with players, you will either have to convert them to the new format, or wipe the player files and start over.

It'd probably easier to remove all instances of the display, including in character load/save.

I know that in Mordor the titles were saved in an array and read in for display with code that checks for each instance, instead of saving current_title or something to the player file.


5. RE: a couple of questions Sun Nov 12, 2006 [3:31 AM]
mann_jess
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member since: Dec 10, 2005
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Oh... titles, not names. Yes, that makes quite a bit more sense now. lol. My mistake, since quite obviously I'm one of those illiterate mudders. Anyway, look through your code to figure out how and where the titles are added to the character, and remove that reference. Just find the table name or cell, and do a grep for it. I forget the names offhand, but, for example, were the table "class_titles", then do "grep class_titles * | more". To quickly remove them (though rather sloppy), you can go into your gain_level function and remove the line that updates the character's title. Then, the title entries would still be there in your code, but they'd never be used, so you could set them as whatever you want. --- In general, when you face a problem like this, try to think of another function which does something similar, and see how that's accomplished. Try tracing through your code to figure out how some of these things work as well.


Best of Luck,
-Jess


6. a couple of answers Sun Nov 12, 2006 [6:12 PM]
Keriwena
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member since: Jun 25, 2001
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In the const.c file, at the top of the list of titles use this:
char *	const		title_table	[MAX_CLASS][1][2] =

Then, near the top of update.c, take out these lines:
    sprintf( buf, "the %s",
	title_table [ch->class] [ch->level] [ch->sex == SEX_FEMALE ? 1 : 0] );
    set_title( ch, buf );

This will give players just the first title, and after that they'll have to set their own with the 'title' command. When you add a class, you'll only need to think of two titles, male and female (which can be the same). :)


To hide an area, just take out the "credits". That is, the line that gives the area levels, name, and author. Look at help.are, and you'll see why it doesn't show in the area list.


Sandi, of the ROM mail list (a better place to ask these questions, perhaps).
Tir na nOg - where Heroes never die
tnnmud.com 6789

Looking for a few good MUDs?
http://www.MUDQuest.org


7. RE: a couple of answers Sat Nov 18, 2006 [7:27 PM]
yzor
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member since: Jul 5, 2006
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thanks for the help.


It's Not Just a Game |------[ http://www.retromud.org ]------| It's an ATTITUDE
6 Planets. 60 Races. 1,000 Skills & Spells. Infinite Possibilities.