Changing room numbers:

Posted by Malti on Thu 04 May 2006 12:29 AM — 8 posts, 29,811 views.

USA #0

#define ROOM_VNUM_LIMBO		      2
#define ROOM_VNUM_POLY		      3
#define ROOM_VNUM_CHAT		   1200
#define ROOM_VNUM_TEMPLE	  21001
#define ROOM_VNUM_ALTAR		  21194
#define ROOM_VNUM_SCHOOL	  10300
#define ROOM_AUTH_START		    100
#define ROOM_VNUM_HALLOFFALLEN    21195
#define ROOM_VNUM_DEADLY        3009
#define ROOM_VNUM_HELL		6


Ok, So I want to start fresh with all of the areas. From what I understand, if you want a player to start in a different vnum all you have to do is change this code so I have a few questions...

1) If you change all these vnums to your own personal vnums of areas you created from scratch, could you in theory delete all the other areas (gods.are, newacad.are, etc..) or is there a line in the code that specifically requests all of these areas?

2) I also need help what some of these areas are repsonsible for:
Hall of Fallen?
Deadly?
Chat? (is this responsible for the chat interface?)
and Poly?

3) Must you advance a player in newacad (because I plan to keep them at level 1)?

4) Also I am having trouble opening newacad.are. It says something about room details starting with a # and then it goes onto say there is an error on line 3552. This area line reads
R M 0 10399 1 10300


I am using smaugFUSS 1.6..
Amended on Thu 04 May 2006 12:40 AM by Malti
USA #1
1) In principle, yes, if nothing ever refers to any of the areas, you don't need them anymore. It's hard to know where the code refers to these rooms; if you're lucky, it'll only be in those vnum constants.

2) Sorry, can't help you. But poly is probably for storing polymorphs' originals.

3) Probably not.

4) Have you changed the area saving code? Is it a SmaugFUSS area? Not sure why this wouldn't work off the top of my head.
USA #2
Also, does anyone know where skill success is handeled? I want my bards success rate to depend on a certain attribute or skill. For instance I gave him the skill 'sing', so how can I make that a factor into the success/fail of his spells?
USA #3
Skill success is handled in the code you made for the skill. If you didn't make the code, then you must be using smaug_spell or something? I'm not sure about that, I hardcode all my skills.
USA #4
the area is a smaugFUSS area I am assuming since it came with smaugFUSS package, and I am trying to open it with Area Editor.
USA #5
Anyone know anything about smaugFUSS newacad.are?
USA #6
I don't think FUSS areas will open with Area Editor. Check some topics about that in the Area Editor forum.
USA #7
Sorry for the late response, it's been a busy day...

1>
If you change all the hard coded vnums then yes, you can remove all the stock areas, but there may be a couple that are not in mud.h, so remove the stock areas at your own risk and ideally only after checking the rest of the code carefully.. I'd say grep for '#define', but I'm not certain that it'd be the right way to go, to be honest.

2>
Hall of Fallen = Used by the code for corpse saving (not actually a room in the stock area files)
Deadly = This is the recall room for PK characters
Chat = This is the recall room for immortals
Poly = This room is reserved for storage of polymorphed players

3>
No, in fact that is handled (stock) by a mobprog on the Academy Headmistress.

4>
Once an area has been folded (saved) in SmaugFUSS' new reset system it is no longer readable by Area Editor. Time to learn the online building commands.

Unnumbered>
To modify how your new bard's "sing" skill is handled, you're going to have to hard-code the skill and possibly modify the existing learn_from_success & learn_from_failure code to accomidate it, otherwise you can build the skill entirely online with smaugspell attributes but it's advancement from success/failure and so forth will be based on the existing code entirely.

Did I catch everything?