ok i was wondering if there is any way in smaug fuss 1.8 to give certain people skills/spells i want to be able to give a vampire sanctuary or a cleric stun but whenever i sset them with or add it to the player file they are still unable to use it the purpose is so that i can sell skills/spells or give them as rewards for certain quests
class spells/skills
Posted by Gorock on Tue 04 Sep 2007 04:56 PM — 16 posts, 64,589 views.
What message do you get when they try to use them? Does it show up in their practice list?
no it just says huh and nothing is in the practice list either
rather it says you cant do that
If it's not "Huh?" then grep for the message in the code.
Also, I believe any skills the player shouldn't have will not be saved when a player quits.
Also, I believe any skills the player shouldn't have will not be saved when a player quits.
ok i can't seem to properly use the grep command i type "grep Huh!" and then my prompt freezes and i cant do anything else in the shell also would there be any way to bypass this so that i could give different classes different spells
ok got grep to work but still am not sure how to change it so that i can give spells to certain people and save it
Why would you grep for "Huh", you said it didn't say "Huh".
im saying i got grep to work now i just need to know how to give characters skills or spells that there class would normally not have and i dont know how...
Well I told you to grep for the message to find the block of code that prevents it. Did you find the block of code?
I was going to carefully walk through the steps of diagnosing this, but then it looks like the first problem is in a non-stock-SMAUG function, so such a walkthrough would only be followable by people using SMAUGFUSS.
(I'm assuming you're using SMAUGFUSS 1.8)
Anyway, it looks like the problem is in the ch_slookup function in magic.c. As you see by looking at this function, it considers a skill to be unusable by the player if it's above the player's level, regardless whether the player actually has learned it or not.
Incidentally, even once you fix it so the sset'd command is usable, you'll still have the problem, that when they quit and log back in, it becomes unusable.
And let me explain why fixing this problem may be nontrivial. One advantage of SMAUG is that you can revise skill levels, raising or lowering them as you like. Say for example, you raise fireball from level 5 to level 10. If a player was level 7 and had fireball, they should lose it when they log back in next. Now here's the crux: *the game doesn't know whether they had fireball because they practiced it before your revision, or whether they had fireball because you gave it to them as a quest prize*. So if you agree players should lose skills if you sset them above the players level... then you're going to have to somehow add extra info to identify skills which have been granted as quest prizes.
Alternatively, you could turn off that skill-removing check, and just remember that players will keep their skills even when you sset their levels up.
(I'm assuming you're using SMAUGFUSS 1.8)
Anyway, it looks like the problem is in the ch_slookup function in magic.c. As you see by looking at this function, it considers a skill to be unusable by the player if it's above the player's level, regardless whether the player actually has learned it or not.
Incidentally, even once you fix it so the sset'd command is usable, you'll still have the problem, that when they quit and log back in, it becomes unusable.
And let me explain why fixing this problem may be nontrivial. One advantage of SMAUG is that you can revise skill levels, raising or lowering them as you like. Say for example, you raise fireball from level 5 to level 10. If a player was level 7 and had fireball, they should lose it when they log back in next. Now here's the crux: *the game doesn't know whether they had fireball because they practiced it before your revision, or whether they had fireball because you gave it to them as a quest prize*. So if you agree players should lose skills if you sset them above the players level... then you're going to have to somehow add extra info to identify skills which have been granted as quest prizes.
Alternatively, you could turn off that skill-removing check, and just remember that players will keep their skills even when you sset their levels up.
In other words, Gorock, you can't without some code changes.
thanks for the help i was reading some things and i think it would be best to leave it the way it is and not give spells or skills as prizes but yet potions staffs etc. etc. but now i have another question i recently added my info to a few sites for promotion and i am getting this at random times
Comm: EOF encountered on read.
i believe it has something to do with players attempting to log onto my game but i logged on and i do believe others should be able to as well thanks again
Comm: EOF encountered on read.
i believe it has something to do with players attempting to log onto my game but i logged on and i do believe others should be able to as well thanks again
That's just the MUD telling you that somebody's connection did not terminate entirely gracefully. Chances are that you are seeing the MUD site's connection-bot pinging your server making sure it's up.
Yeah, don't panic over that one, the longer you run the mud, the more you'll see it. All it means is that someone "quit" by closing the connection rather than by using the quit command.
oh ok so then that makes since because i added it to sites that check the connection frewuently