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 Entire forum ➜ SMAUG ➜ Compiling the server ➜ to compile new classes

to compile new classes

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Posted by Greven   Canada  (835 posts)  Bio
Date Reply #30 on Tue 10 Feb 2004 06:08 PM (UTC)
Message
I beleive that if your using smaugfuss the new color snippet is included in it by Samson, which is better, IMHO, than the original SMAUG color one, and It does not use a color.dat file.

Nobody ever expects the spanish inquisition!

darkwarriors.net:4848
http://darkwarriors.net
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Posted by Meerclar   USA  (733 posts)  Bio
Date Reply #31 on Tue 10 Feb 2004 06:26 PM (UTC)
Message
Quote:

I won't insert mxp, they say only maid for mushclient


Actually, this isn't at all accurate. MXP was actually developed by Zugg for the zMUD client and Nick adapted it for MC while fixing a lot of the sloppier implementation issues Zugg left in zMud. The actual MXP documentation is hosted on the zuggsoft website (http://www.zuggsoft.com/zmud/mxp.htm) and has quite a few more uses than I suspect poor Zugg ever dreamed it would. Dawn of Time in particular makes extreme use of MXP capabilities in it's OLC and almost every other aspect of the mud.

Meerclar - Lord of Cats
Coder, Builder, and Tormenter of Mortals
Stormbringer: Rebirth
storm-bringer.org:4500
www.storm-bringer.org
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Posted by De Martino   Italy  (54 posts)  Bio
Date Reply #32 on Tue 10 Feb 2004 11:48 PM (UTC)

Amended on Tue 10 Feb 2004 11:50 PM (UTC) by De Martino

Message
Meerclar vrite:

Quote:
Actually, this isn't at all accurate. MXP was actually developed by Zugg for the zMUD

[cut]
well you have clarified the functionality of mxp, thanks.
But which is the primary utility of the protocol mxp?
Does it concern the exits from the roomses only, or also the icons, objects, mob etc etc?

De Martino
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Posted by De Martino   Italy  (54 posts)  Bio
Date Reply #33 on Wed 11 Feb 2004 12:03 AM (UTC)
Message
I beleive that if your using smaugfuss the new color snippet is included in it by Samson

where can I find the snippet of Samson?
is it already in Fuss? With Smaug1.4 I could easily change color to everything.
I desire that any player not change aspect client, I desire the colors to be
equal for everybody, I desire to decide only me the various colors. I can do this
in Fuss?, with smaug1.4 all it took is writing in colors.dat, in Fuss where setting
of the colors. I don't love that all the players change the colors. My mud
(a dream difficult to realize) it has to be of equal aspect for everybody.

De Martino
PS:excuse me for as I write I don't speak English :o\
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Posted by Nick Gammon   Australia  (23,173 posts)  Bio   Forum Administrator
Date Reply #34 on Wed 11 Feb 2004 12:19 AM (UTC)
Message
MXP was originally designed for zMUD, and now works reasonably well in MUSHclient. What use is it? Well, that is arguable, but you, the MUD designer, can make it do anything you want.

I used it to have hyperlinked exits in my example code, hyperlinked inventories, hyperlinked objects on the ground. It looks cute, make the MUD a bit more like a web page where you click on exits.

If the client doesn't support it, that is OK, it is only done after telnet negotiation.

As for colours, don't get too excited. Anyone can use their client to make (say) red show as green, so you can only control them to a certain extent. If you disable their changing it at the server end they can change it at the client end.

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by De Martino   Italy  (54 posts)  Bio
Date Reply #35 on Wed 11 Feb 2004 12:37 AM (UTC)
Message
Nick:
Quote:
What use is it? Well, that is arguable, but you, the MUD designer, can make it do anything you want.


OK Nick, I can make it do anything want mxp, I can for instance migrate it on the objects.
And' difficult to insert mxp to SmaugFuss?

asks personal:
if I ask too questions in forum, if he, tells me him, and I will write less. :o)

De Martino
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Posted by Nick Gammon   Australia  (23,173 posts)  Bio   Forum Administrator
Date Reply #36 on Wed 11 Feb 2004 12:40 AM (UTC)
Message
No it isn't difficult, I put a patch to do so on the downloads page.

I don't mind the questions, they will probably help other people.

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by De Martino   Italy  (54 posts)  Bio
Date Reply #37 on Wed 11 Feb 2004 12:55 AM (UTC)
Message
I have find the link :o)

ftp://ftp.gammon.com.au/smaug/smaugfuss_mxp_diffs.txt.gz - 9 Kb - patch file to convert smaug14afuss.tgz to incorporate MXP.

GRAZIE Nick :)

De Martino
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Posted by De Martino   Italy  (54 posts)  Bio
Date Reply #38 on Sun 15 Feb 2004 11:36 PM (UTC)
Message
I desire not to visualize any classes when a new is created
player, I have tried in this way:

I have open Thief.class and Cleric.class
Name Thief ~
changed in
Name ~

Name Cleric ~
changed in
Name ~

The question is: the classes so you modify,
they have not been removed,
but any player is able' to make the select Cleric,
and it is what I wanted to have :o)

Is this solution correct ? or it causes in expectancy me errors or bug?

^__^

De Martino


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Posted by Greven   Canada  (835 posts)  Bio
Date Reply #39 on Mon 16 Feb 2004 12:40 AM (UTC)
Message
This will make it so that anyone who has the class before you removed the names will see "Class: ". You will also never be able to call that class by name, since it has none. If you want to remove the choice of creating them, but still leave the classes in the game, there have been several applicable post on how to do this. Use the search to look for them.

If you need more help later, someone can help with it.

Nobody ever expects the spanish inquisition!

darkwarriors.net:4848
http://darkwarriors.net
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Posted by De Martino   Italy  (54 posts)  Bio
Date Reply #40 on Mon 16 Feb 2004 12:17 PM (UTC)
Message
My Smaug doesn't have any player yet, it is in construction.
I don't succeed in understanding, if nobody is able' to choose some classes, with
the solution from me described, does it behave problems?

Not me is easy to understand this point. I have read some "forum pages", but
I am not able to understand well.

I desire to eliminate the choice of some classes, trying to touch
few or not at all the whole compiled files. I desire to leave only 3 classes,
but not ricompile, without renaming the number class, is possible?

If I rename the classes as on writw, problem it exists in expectancy?
If in expectancy I create a mob with number class 2 but this class
not is more in select option, because renamed " ~ " the mob
does it work? or does it produce holes?

De Martino
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Posted by Greven   Canada  (835 posts)  Bio
Date Reply #41 on Mon 16 Feb 2004 05:13 PM (UTC)

Amended on Mon 16 Feb 2004 05:24 PM (UTC) by Greven

Message
I don't know the class system in SMAUG as well as I do in SWR, but I beleive that it SHOULDN'T make a difference if it has no name, you just won't be able to see it, but I'm not quite sure. You can't compile the code? If you can compile, you can do something like this:
    for ( iClass = 0; iClass < MAX_PC_CLASS; iClass++ )
	{
	    if ( class_table[iClass]->who_name &&
	    	 class_table[iClass]->who_name[0] != '\0' && 
		 str_cmp(class_table[iClass]->who_name, "theif") &&
		 str_cmp(class_table[iClass]->who_name, "cleric"))
	    {
	      if ( iClass > 0 )
	      {
		  if ( strlen(buf)+strlen(class_table[iClass]->who_name) > 77 )
		  {
		     strcat( buf, "\n\r" );
		     write_to_buffer( d, buf, 0 );
		     buf[0] = '\0';
		  }
		  else
		     strcat( buf, " " );
	      }
	    }
	    strcat( buf, class_table[iClass]->who_name );
	}


and a little further down:
	if ( iClass == MAX_PC_CLASS
	||  !class_table[iClass]->who_name 
	|| class_table[iClass]->who_name[0] == '\0'
	|| !str_cmp(class_table[iClass]->who_name,"unused")
	|| !str_cmp(class_table[iClass]->who_name,"theif")
	|| !str_cmp(class_table[iClass]->who_name,"cleric"))
	{
	  write_to_buffer( d, "That's not a class.\n\rWhat IS your class? ",0);
	  return;
	}


That should let you exclude being able to pick certain classes based on the name of the class, but still have it available throughout your mud.

Nobody ever expects the spanish inquisition!

darkwarriors.net:4848
http://darkwarriors.net
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Posted by Nick Gammon   Australia  (23,173 posts)  Bio   Forum Administrator
Date Reply #42 on Mon 16 Feb 2004 08:29 PM (UTC)
Message
Quote:

I desire to eliminate the choice of some classes, trying to touch few or not at all the whole compiled files.


Remove them from the class.lst file then.

However I think trying to run a server, especially if you are translating into Italian, but not do compiles, is going to be hard.

- Nick Gammon

www.gammon.com.au, www.mushclient.com
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Posted by De Martino   Italy  (54 posts)  Bio
Date Reply #43 on Tue 17 Feb 2004 01:11 AM (UTC)

Amended on Tue 17 Feb 2004 01:13 AM (UTC) by De Martino

Message
Nick write
Quote:
However I think trying to run a server, especially if you are translating into Italian, but not do compiles, is going to be hard.


^__^

My friend Nick I succeed in compiling smaug, really thanks to this profit forum,
I have been compiling it for one whole month, a great help for me:
http://www.gammon.com.au/smaug/howtocompile.htm

But I desire, when is possible, not to eliminate code, that in expectancy
he could return profit, that's why I desire to eliminate the choice of
some classes, to the creation of the new player.
But is a problem for me.

De Martino
Top

Posted by De Martino   Italy  (54 posts)  Bio
Date Reply #44 on Tue 17 Feb 2004 01:23 AM (UTC)

Amended on Tue 17 Feb 2004 01:24 AM (UTC) by De Martino

Message
For Greven:
Dear friend
The solution from me found
I rename name: Thief ~
in name: ~
is not good, do I have to deduce? What hole involves to rename (not name)
the classes, as did I want to do me?

Do I have to use the your snippet written above? in which file.c?
Later when a new player chooses the race, he doesn't see anymore'
Thief etc etc?
The solution from me found it produces that type of problem?
Your snippet, doesn't ask for to rename the number of the classes:
0 1 2 3 4 and so street? Or no?

De Martino

PS help
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