#d/TMI/boards/generalboard.c ob_data (["long":"@@query_long","short.text":"General purpose bulletin board","short":"@@query_short","long.text":"This is a bulletin board. For information on how to use it, use `help board'. ","id":({"board","bulletin board",}),"silent_look":1,"last_location":0,]) messages ({(["id":113,"body":"Intermud 3 code for amylaar 3.2.1 has released.. alpha stage...u can get the code from: ftp://ftp.netcom.com/pub/ja/jamesd/lpmud/ ","time":819747934,"poster":"Skylight","title":"Intermud 3 code for amylaar 3.2.1",]),(["title":"Re: Intermud 3 code for amylaar 3.2.1","poster":"Hanzou","time":819922997,"body":"On Sat Dec 23, Skylight wrote: > Intermud 3 code for amylaar 3.2.1 has released.. > alpha stage...u can get the code from: > ftp://ftp.netcom.com/pub/ja/jamesd/lpmud/ board south of here ","id":114,]),(["id":115,"body":"you need more boards :) Currently I am in the process of writing a new mudlib for which the base was Lil (although now you cant really tell), and I have come to the issue of security. I really like the idea of a stack security system along with the privledges efuns. I sort of figured out a way to implement the stack security but I am boggled about privs. Mainly its because I have little knowledge of them. I guess the concept is that when- ever an object is created the driver calls a function in master.c called privs_file, which I guess I have to make myself. Privs_file returns a priv string and the driver tacks it on the object. Then, whenever I need to know whether the object is OK to do something, I call query_privs on the object and make something of the return string. Is all this right so far? Can a priv string be anything? Is there a limit on its length? How much does the 4 bytes per object affect my mud's speed etc Is there a mudlib other than Nightmare which uses this effectively? Grr I hate it when I dont know something :) -Olive Juice ","time":820005375,"poster":"Olive","title":"< no title >",]),(["id":116,"body":"We have the man pages of those driver efuns here. Just use help privs_file But, you're right in what you said I think :) ","time":820014571,"poster":"Leto","title":"Re:privs_file",]),(["id":118,"body":"Euh, a small accident happened with our ftp server. The files should be back shortly :) You can also try ftp.imaginary.com and aragorn.uio.no Leto ","time":820949906,"poster":"Leto","title":"ftp",]),(["title":"Rooms Checking for SUits","poster":"Lucas","time":821518483,"body":"Ok, this is more of a coding question than a mudlib question. How does anyone suggest I make a place like an underwater area which will check to see if you have a \"suit\". If you don't, it will take away hit points or something. I guess i could add it in void init or every room (in inheritable) but i think there must be a better way. -lucas- ","id":119,]),(["title":"Re: Rooms Checking for SUits","poster":"Rust","time":821520330,"body":"On Sat Jan 13, Lucas wrote: > Ok, this is more of a coding question than a mudlib question. How > does anyone suggest I make a place like an underwater area which > will check to see if you have a \"suit\". If you don't, it will take > away hit points or something. > > I guess i could add it in void init or every room (in inheritable) > but i think there must be a better way. > -lucas- Underwater rooms should subclass off of room, and the handling should be done in the receive_object() or equivolent. This is also a better way to handle indoors / outdoors than most libs provide. ","id":120,]),(["id":121,"body":"On Sat Jan 13, Rust wrote: > On Sat Jan 13, Lucas wrote: > > Ok, this is more of a coding question than a mudlib question. How > > does anyone suggest I make a place like an underwater area which > > will check to see if you have a \"suit\". If you don't, it will take > > away hit points or something. > > > > I guess i could add it in void init or every room (in inheritable) > > but i think there must be a better way. > > -lucas- > Underwater rooms should subclass off of room, and the handling should > be done in the receive_object() or equivolent. > > This is also a better way to handle indoors / outdoors than most libs > provide. Wow. THat really works nicely. Now how can I change the message to something like \"you need a water suit to enter\"? -lucas- ","time":821551893,"poster":"Lucas","title":"Re: Rooms Checking for SUits",]),(["id":122,"body":"On Sat Jan 13, Lucas wrote: > On Sat Jan 13, Rust wrote: > > On Sat Jan 13, Lucas wrote: > > > Ok, this is more of a coding question than a mudlib question. How > > > does anyone suggest I make a place like an underwater area which > > > will check to see if you have a \"suit\". If you don't, it will take > > > away hit points or something. > > > > > > I guess i could add it in void init or every room (in inheritable) > > > but i think there must be a better way. > > > -lucas- > > Underwater rooms should subclass off of room, and the handling should > > be done in the receive_object() or equivolent. > > > > This is also a better way to handle indoors / outdoors than most libs > > provide. > Wow. THat really works nicely. Now how can I change the message > to something like \"you need a water suit to enter\"? > -lucas- I'd have to be more familiar w/ the lib than I am now... I used to know how everything worked here, butmy memory for it has faded. I'm sure someone else knows? ","time":821552603,"poster":"Rust","title":"Re: Rooms Checking for SUits",]),(["id":123,"body":"I guess the easiest way of doing it would be to instead of using the ROOM inherit, you copy /std/room.c to a custom place and use that as a base for your replacement inherit (And make the underwater rooms inhrit your special room.c). In it, like Rust said, you want to add some code to either receive/release object, or init. Then you can use the present efun to see if the suit is there, eg: if(!present(\"red_baywatch_suit\",player) lose_some_hitpoints(); Rust is right about handling these things. Room.c could be vastly improved to handle these cases. Leto ","time":821567590,"poster":"Leto","title":"re:special room stuff",]),(["id":124,"body":"On Sat Jan 13, Leto wrote: > I guess the easiest way of doing it would be to instead of using > the ROOM inherit, you copy /std/room.c to a custom place and use > that as a base for your replacement inherit (And make the underwater > rooms inhrit your special room.c). > In it, like Rust said, you want to add some code to either receive/release > object, or init. > Then you can use the present efun to see if the suit is there, eg: > > if(!present(\"red_baywatch_suit\",player) lose_some_hitpoints(); > > > Rust is right about handling these things. Room.c could be > vastly improved to handle these cases. > > Leto Bog, I don't see why you need to copy over room.c. Inheriting from it is what you want to do, unless the message that is bugging you is in room somewhere and is nomask (I couldn't find it in room). Rust ","time":821646743,"poster":"Rust","title":"Re: re:special room stuff",]),(["id":125,"body":"I am in need of someone with experience with the body system here to give me some advice. I am creating a few separate race bodies for special races that have different attack types, etc, etc, and am having trouble figuring out how to 1) check for race at login, and 2) switch the user to the appropriate body. If anyone has time to help, please email me. Dm ","time":821723893,"poster":"Dm","title":"Body switching",]),(["title":"doc_d","poster":"Lucas","time":822116698,"body":"I was wondering how you can restrict certain docs to players in the doc daemon (by blue). If a player type help release_object they get options from the wizhelp function dirs (doc/wizhelp/function/*) I really like the doc daemon, but this is really bothing me. -lucas- ","id":126,]),(["title":"another question","poster":"Lucas","time":822119207,"body":"Here is yet ANOTHER question from me... (is there a better place?) How do I get virtual areas working? I know they kinda suck and all, but it is much easier in some places. It looks like the virtual daemons are kinda different then I want the area. What I want to do is make a few virtual areas in a domain, and I don't want everything to be in /d/DOMAIN/grid. How is this done, and can I see an example? -lucas- ","id":127,]),(["title":"Re: doc_d","poster":"Leto","time":822169139,"body":"On Sat Jan 20, Lucas wrote: > I was wondering how you can restrict certain docs to players in > the doc daemon (by blue). > > If a player type help release_object they get options from the wizhelp > function dirs (doc/wizhelp/function/*) What I did was change the doc_d at Earth to make it check for wizardp() on the calling person, and revoke everything except /help and the cmd->help() calls. (At Earth /doc is for wizards, /help for player documents) I'll merge in my doc_d with here over the weekend. Leto ","id":128,]),(["title":"Re: another question","poster":"Leto","time":822169454,"body":"On Sat Jan 20, Lucas wrote: > Here is yet ANOTHER question from me... (is there a better place?) Guess not :) > How do I get virtual areas working? I know they kinda suck and all, Why do they suck ? Maybe on a Pentium Pro 180Mhz with 128 meg RAM there is no need for them, but in current computers it's nice to have. Also, it's a very good tool to develop a big environment, in which you place certain 'real' features. > but it is much easier in some places. It looks like the virtual > daemons are kinda different then I want the area. > > What I want to do is make a few virtual areas in a domain, and > I don't want everything to be in /d/DOMAIN/grid. > I haven't looked at the current implementation of Moby's grid daemons. So, I can't tell you right now if it's possible or not. In the worst case, make a grid with an unreachable line in between, and make the two areas on the other sides of that line. Eg: a b c d e f x x x g h i j k l Then make no entries or exits at 'x' places. You'll get one grid but two 'areas' (Yes, I know it's lame hack :) Leto ","id":129,]),(["title":"Why I said Grids Suck","poster":"Lucas","time":822170805,"body":"I meant that they are normally boring rooms with not much in them. I, personally, don't like Virtual Areas much, but if you place a lot of wandering monsters, it makes people happy. *shrug* thanks for he suggestions -lucas- ","id":130,]),(["title":"Team-Aye / TMI","poster":"Logic","time":822454943,"body":"Just to get a little discussion going here again, what is the current deal with TMI-2? Is it officially out of action, and if so, why not simply move Team-Aye over to the TMI-2 namesake? If it isn't, is there any idea when it might be coming back online? Just rather curious... (and a quick suggestion: why not bring up the old TMI-2 quad again, just to give the place a little bit of the old feel? Maybe even the old bboards...the archive board was a fantastic reference point. Unless the old lib is in limbo/missing in action...?) Logic (reminiscent) ","id":131,]),(["title":"More Grid Stuff","poster":"Lucas","time":822456418,"body":"I found an old file which was created by someone named Nevyn@Woodstock. He was a friend of the former admin of Avatar (Tigycho) and he made a really cool grid server. I got it working all fine, but I remember a doc explaining how to use it. If anyone knows where I can get this, please mail me or something. Thanks, -lucas- ","id":132,]),}) id_ref 142