DANGER: Newb with questions, borked exit

Posted by Jeryx on Sat 02 Oct 2004 06:08 PM — 12 posts, 41,208 views.

#0
Let me ammend that subject. I am not completely clueless, I know just enough to be dangerous. Now that ya'll have ye rhard hats on, here's the deal. Smaug 1.4a downloaded and running with no complaints. I created a new mage character, went through the academy and such, but cant seem to get into me guild hall. I'm getting the message "you may not trespass on this guild". I logged in as lordrom, who is also a mage, conveniently enough, and can skip through the door with no toubles. What I cant seem to do is figure out how to check teh stats/lock/scripting/whatever on the exits. Can someone gimme a rundown on the commands used for this, and/or point me in the right direction to fix this lock problem? I have so far changed nothing, its all stock until I learn how not to screw it up :)
Canada #1
If you want to see if there are any progs in either room that may be affecting it, check "rpstat". If you want to see the stats on the exit, use "redit exflags <dir>", rstat may also give you some stats. It MAY be hard coded, but unlikey. You can check this by grabing the room vnum and doing a grep for that number.
#2
Aye, I managed to fix it. The guild halls in Darkhaven are running progs to kick back anyone who isnt an immortal, NPC, or member of that guild. Trouble is, it checks the characters guild instead of class. I understand why it was set that way, but it makes it hard for a startup server that doesnt have players to lead guilds and invite the newbies in.
USA #3
old thread, but I'm experiencing the same issue. All of the guild halls in Darkhaven are "locked" to newbies that leave the academy. It's basically impossible to practice.

What was the intention of having this setup on the default codebase and how do you suggest I resolve it for my new mud?

Thanks,
Dax
Australia Forum Administrator #4
You can practice elsewhere than at the guilds, can't you? Otherwise I've never messed with guild code, maybe someone else has?
USA #5
Thanks for the quick response Nick.

As far as I can tell, no you can not. The only place you can practice after level 2 is at the guild halls where the the class masters are located. There is a practice room in the academy but the master there will only train level 1 and 2 spells/abilities.

"help guild" shows me the following:

Quote:
Guilds are special organizations for each class within the realms. Belonging to a Guild has many advantages, such as gaining new knowledge of your class,making new friends in the Realms, exciting quests, the great feeling of helping other players, and many other aspects of Guild life make being in a Guild a memorable experience. Each Guild has its own separate headquarter with a healer, a practice room, a Guild store, and many other rooms that makes each Guild unique unto itself.


I'm getting around it right now by having my immort "trans" me and my admin tester into the guild hall (past the locked door), but without me being online and manually doing it the other 3-4 player testers I have lined up will never be able to train a skill past lvl 2.

Thoughts?

Dax
Amended on Fri 14 Oct 2011 05:44 AM by Daxergt
USA #6
Jeryx said:

Aye, I managed to fix it. The guild halls in Darkhaven are running progs to kick back anyone who isnt an immortal, NPC, or member of that guild. Trouble is, it checks the characters guild instead of class. I understand why it was set that way, but it makes it hard for a startup server that doesnt have players to lead guilds and invite the newbies in.


I don't see a prog running on the room usinc rstat. Where would I find that?

Quote:
<#21126> rstat 21126
Name: Outside the Tower of Sorcery
Area: New Darkhaven Filename: newdark.are
Vnum: 21126 Sector: 1 (City) Light: 0
Room flags: nomob nosummon noastral
Description:
Green foliage borders a cobblestone path which leads up a flight of stairs into Darkhaven's Tower of Sorcery. The tall monument to magic looms ominously over you. Rumor has it that only members of the Guild of Mages may enter the tower, all others being forced back northward.
Permanent affects: None
Characters: Dax
Objects:
------------------- EXITS -------------------
1) n to 21037. Key: -1 Flags: 0 Keywords: (none).
2) s to 21127. Key: -1 Flags: 0 Keywords: (none).
USA #7
Ok I figured it out. Let me know if you think I may have caused issues with this fix.

This was the original room rpstat
Quote:
rpstat 21126
Name: Outside the Tower of Sorcery. Vnum: 21126.
>entry_prog 100
if isimmort($n)
or isnpc($n)
or guild($n) == Guild of Mages
else
mpechoat $n You may not trespass on this guild.
mptransfer $n 21037
endif


So then I did the following:
Quote:
---------------
rpedit edit 1

1>entry_prog 100
if isimmort($n)
or isnpc($n)
or class($n) == Mage
else
mpechoat $n You may not trespass on this guild.
mptransfer $n 21037
endif


This will check class rather than guild membership. So by default all level 1's of a given class will be allowed access to the class training facilities.

SO much confusion over clan vs guild vs class.

Dax
Australia Forum Administrator #8
I will freely admit I am not familiar with that part of the code, but I would have thought that a mage is not necessarily a member of the mage guild.

And when I last tried making a character I pushed up to level 10 or so just training at the trainer, not the guild.
Australia Forum Administrator #9
Daxergt said:

old thread, but I'm experiencing the same issue.


Exactly which code base are you using? SmaugFUSS is currently maintained, the older ones may have bugs.
USA #10
SmaugFUSS 1.9
Australia Forum Administrator #11
Try asking on the SmaugFUSS web site. They probably know more about the fine details than I do.