tmi2_fluffos_v2/
tmi2_fluffos_v2/bin/
tmi2_fluffos_v2/etc/
tmi2_fluffos_v2/fluffos-2.7-ds2.018/
tmi2_fluffos_v2/fluffos-2.7-ds2.018/ChangeLog.old/
tmi2_fluffos_v2/fluffos-2.7-ds2.018/Win32/
tmi2_fluffos_v2/fluffos-2.7-ds2.018/compat/
tmi2_fluffos_v2/fluffos-2.7-ds2.018/compat/simuls/
tmi2_fluffos_v2/fluffos-2.7-ds2.018/include/
tmi2_fluffos_v2/fluffos-2.7-ds2.018/testsuite/
tmi2_fluffos_v2/fluffos-2.7-ds2.018/testsuite/clone/
tmi2_fluffos_v2/fluffos-2.7-ds2.018/testsuite/command/
tmi2_fluffos_v2/fluffos-2.7-ds2.018/testsuite/data/
tmi2_fluffos_v2/fluffos-2.7-ds2.018/testsuite/etc/
tmi2_fluffos_v2/fluffos-2.7-ds2.018/testsuite/include/
tmi2_fluffos_v2/fluffos-2.7-ds2.018/testsuite/inherit/
tmi2_fluffos_v2/fluffos-2.7-ds2.018/testsuite/inherit/master/
tmi2_fluffos_v2/fluffos-2.7-ds2.018/testsuite/log/
tmi2_fluffos_v2/fluffos-2.7-ds2.018/testsuite/single/
tmi2_fluffos_v2/fluffos-2.7-ds2.018/testsuite/single/tests/compiler/
tmi2_fluffos_v2/fluffos-2.7-ds2.018/testsuite/single/tests/efuns/
tmi2_fluffos_v2/fluffos-2.7-ds2.018/testsuite/single/tests/operators/
tmi2_fluffos_v2/fluffos-2.7-ds2.018/testsuite/u/
tmi2_fluffos_v2/fluffos-2.7-ds2.018/tmp/
tmi2_fluffos_v2/fluffos-2.7-ds2.018/windows/
tmi2_fluffos_v2/lib/
tmi2_fluffos_v2/lib/adm/
tmi2_fluffos_v2/lib/adm/daemons/languages/
tmi2_fluffos_v2/lib/adm/daemons/network/I3/
tmi2_fluffos_v2/lib/adm/daemons/virtual/
tmi2_fluffos_v2/lib/adm/daemons/virtual/template/
tmi2_fluffos_v2/lib/adm/news/
tmi2_fluffos_v2/lib/adm/obj/
tmi2_fluffos_v2/lib/adm/obj/master/
tmi2_fluffos_v2/lib/adm/priv/
tmi2_fluffos_v2/lib/adm/shell/
tmi2_fluffos_v2/lib/adm/tmp/
tmi2_fluffos_v2/lib/cmds/
tmi2_fluffos_v2/lib/d/
tmi2_fluffos_v2/lib/d/Conf/
tmi2_fluffos_v2/lib/d/Conf/adm/
tmi2_fluffos_v2/lib/d/Conf/boards/
tmi2_fluffos_v2/lib/d/Conf/cmds/
tmi2_fluffos_v2/lib/d/Conf/data/
tmi2_fluffos_v2/lib/d/Conf/logs/
tmi2_fluffos_v2/lib/d/Conf/obj/
tmi2_fluffos_v2/lib/d/Conf/text/help/
tmi2_fluffos_v2/lib/d/Fooland/adm/
tmi2_fluffos_v2/lib/d/Fooland/data/
tmi2_fluffos_v2/lib/d/Fooland/data/attic/
tmi2_fluffos_v2/lib/d/Fooland/items/
tmi2_fluffos_v2/lib/d/TMI/
tmi2_fluffos_v2/lib/d/TMI/adm/
tmi2_fluffos_v2/lib/d/TMI/boards/
tmi2_fluffos_v2/lib/d/TMI/data/
tmi2_fluffos_v2/lib/d/TMI/rooms/
tmi2_fluffos_v2/lib/d/grid/
tmi2_fluffos_v2/lib/d/grid/adm/
tmi2_fluffos_v2/lib/d/grid/data/
tmi2_fluffos_v2/lib/d/std/
tmi2_fluffos_v2/lib/d/std/adm/
tmi2_fluffos_v2/lib/data/adm/
tmi2_fluffos_v2/lib/data/adm/daemons/
tmi2_fluffos_v2/lib/data/adm/daemons/doc_d/
tmi2_fluffos_v2/lib/data/adm/daemons/emoted/
tmi2_fluffos_v2/lib/data/adm/daemons/network/http/
tmi2_fluffos_v2/lib/data/adm/daemons/network/services/mail_q/
tmi2_fluffos_v2/lib/data/adm/daemons/network/smtp/
tmi2_fluffos_v2/lib/data/adm/daemons/news/archives/
tmi2_fluffos_v2/lib/data/attic/connection/
tmi2_fluffos_v2/lib/data/attic/user/
tmi2_fluffos_v2/lib/data/std/connection/b/
tmi2_fluffos_v2/lib/data/std/connection/l/
tmi2_fluffos_v2/lib/data/std/user/a/
tmi2_fluffos_v2/lib/data/std/user/b/
tmi2_fluffos_v2/lib/data/std/user/d/
tmi2_fluffos_v2/lib/data/std/user/f/
tmi2_fluffos_v2/lib/data/std/user/l/
tmi2_fluffos_v2/lib/data/std/user/x/
tmi2_fluffos_v2/lib/data/u/d/dm/working/doc_d/
tmi2_fluffos_v2/lib/data/u/l/leto/doc_d/
tmi2_fluffos_v2/lib/data/u/l/leto/smtp/
tmi2_fluffos_v2/lib/doc/
tmi2_fluffos_v2/lib/doc/driverdoc/applies/
tmi2_fluffos_v2/lib/doc/driverdoc/applies/interactive/
tmi2_fluffos_v2/lib/doc/driverdoc/concepts/
tmi2_fluffos_v2/lib/doc/driverdoc/driver/
tmi2_fluffos_v2/lib/doc/driverdoc/efuns/arrays/
tmi2_fluffos_v2/lib/doc/driverdoc/efuns/buffers/
tmi2_fluffos_v2/lib/doc/driverdoc/efuns/compile/
tmi2_fluffos_v2/lib/doc/driverdoc/efuns/ed/
tmi2_fluffos_v2/lib/doc/driverdoc/efuns/filesystem/
tmi2_fluffos_v2/lib/doc/driverdoc/efuns/floats/
tmi2_fluffos_v2/lib/doc/driverdoc/efuns/functions/
tmi2_fluffos_v2/lib/doc/driverdoc/efuns/general/
tmi2_fluffos_v2/lib/doc/driverdoc/efuns/mappings/
tmi2_fluffos_v2/lib/doc/driverdoc/efuns/numbers/
tmi2_fluffos_v2/lib/doc/driverdoc/efuns/parsing/
tmi2_fluffos_v2/lib/doc/driverdoc/lpc/constructs/
tmi2_fluffos_v2/lib/doc/driverdoc/lpc/preprocessor/
tmi2_fluffos_v2/lib/doc/driverdoc/lpc/types/
tmi2_fluffos_v2/lib/doc/driverdoc/platforms/
tmi2_fluffos_v2/lib/doc/mudlib/
tmi2_fluffos_v2/lib/ftp/
tmi2_fluffos_v2/lib/include/driver/
tmi2_fluffos_v2/lib/log/
tmi2_fluffos_v2/lib/log/driver/
tmi2_fluffos_v2/lib/obj/net/
tmi2_fluffos_v2/lib/obj/shells/
tmi2_fluffos_v2/lib/obj/tools/
tmi2_fluffos_v2/lib/std/adt/
tmi2_fluffos_v2/lib/std/board/
tmi2_fluffos_v2/lib/std/body/
tmi2_fluffos_v2/lib/std/fun/
tmi2_fluffos_v2/lib/std/living/
tmi2_fluffos_v2/lib/std/object/
tmi2_fluffos_v2/lib/std/shop/
tmi2_fluffos_v2/lib/std/socket/
tmi2_fluffos_v2/lib/std/user/
tmi2_fluffos_v2/lib/std/virtual/
tmi2_fluffos_v2/lib/student/
tmi2_fluffos_v2/lib/student/kalypso/
tmi2_fluffos_v2/lib/student/kalypso/armor/
tmi2_fluffos_v2/lib/student/kalypso/rooms/
tmi2_fluffos_v2/lib/student/kalypso/weapons/
tmi2_fluffos_v2/lib/u/l/leto/
tmi2_fluffos_v2/lib/u/l/leto/cmds/
tmi2_fluffos_v2/lib/www/errors/
tmi2_fluffos_v2/lib/www/gateways/
tmi2_fluffos_v2/lib/www/images/
tmi2_fluffos_v2/old/
tmi2_fluffos_v2/win32/
#d/TMI/boards/generalboard.c
ob_data (["last_location":0,"silent_look":1,"id":({"board","bulletin board",}),"long.text":"This is a bulletin board. For information on how to use it, use `help board'.
","short":"@@query_short","short.text":"General purpose bulletin board","long":"@@query_long",])
messages ({(["id":133,"body":"On Wed Jan 24, Logic wrote:

> 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...

it was put up as Tmi-2. But certain people thought that as long as
it didn't supply the ideals that Tmi-2 had, the name should not be
used. A while ago, both Buddha and Mobydick said I could use the
name if we strived the same goals as Tmi-2. Since this was put up
mainly to supoprt the tmi-2 1.3 libs, and some people were sort of
against it, I decided that it was better not named Tmi-2.

> (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...?)

The old quad is gone, together with the mud (not releaselib, but mud)
Tmi-2. When we moved from Kendall, things were cleared there after
a while. We got into problems with an unstable mudcat machine, and
meanwhile robo had to delete the archives at actlabs because they
were running out of diskspace. When we moved to enterprise we burned
our retreat (We didn't happily split up with Jim :) and Henrik from
Enterprise told everyone he made regular backups etc. When
enterprise went down heavily (disk failure) tapes couldn't be restored.
On top of that Henrik suddenly left shv.se, leaving us basically
with nothing (If there was anything left at all to begin with).
but, yours truly was working on 1.3 and had a pretty recent copy of
the corelib (not /data or /u though). That's what became the 1.3
pre releases.

So, if someone thought the quad was such a cool area, that they 
copied it, feel free to upload it ;)

But honestly, I am wondering if this site is worth its cpu cycles
it is using. It seems people arne't using Tmi libs anymore, and
most who do, have already merged in the I3 code or won't want to do 
that.

But please correct me if I am wrong :)

Leto

Ps. The short history overview might not be 100% accurate, if you
want to know the details, talk to me. I wnated to keep it short)
","time":822489210,"poster":"Leto","title":"Re: Team-Aye / TMI",]),(["id":134,"body":"Hello,

I'm coming from another mud that's in its initial stages of
development. We're using your mudlib but have a question on the
skills and stats of monsters and players. I'm just wondering
what the usual range of skill levels and stats used on this type
of mud and what would constitute average stats. Similar information
on things such as \"attack_strength\", etc. would be appreciated.


thanks
","time":822512433,"poster":"Jewel","title":"Question about Skills and Stats",]),(["id":135,"body":"On Wed Jan 24, Leto wrote:
> But honestly, I am wondering if this site is worth its cpu cycles
> it is using. It seems people arne't using Tmi libs anymore, and
> most who do, have already merged in the I3 code or won't want to do 
> that.
> 
> But please correct me if I am wrong :)

   I realize that there are a lot of new libs out there, and many
are switching over to them. The basic fact is that all libs that
get turned into a 'real' mud (for whatever that term is worth)
all require hacking, IMHO.

   I personally am comfortable with TMI's basics. I've grown used
to them, and I believe that in time even the cpu-intensive functions
can be re-written, etc.

    Just for my two cents, I do think this place is worth the CPU. I
am making many changes to the default mudlib for Mostly Harmless, and
am planning on offering many of those changes up to TMI, or
anyone else running a derivative that wants to use them.

> 
> Leto
> 
> Ps. The short history overview might not be 100% accurate, if you
> want to know the details, talk to me. I wnated to keep it short)
","time":822525831,"poster":"Dm","title":"Re: Team-Aye / TMI",]),(["id":136,"body":"On Wed Jan 24, Jewel wrote:
> Hello,
> 
> I'm coming from another mud that's in its initial stages of
> development. We're using your mudlib but have a question on the
> skills and stats of monsters and players. I'm just wondering
> what the usual range of skill levels and stats used on this type
> of mud and what would constitute average stats. Similar information
> on things such as \"attack_strength\", etc. would be appreciated.
> 
> 
> thanks
Although they are a bit outdated, the text files in /doc/concepts
dealing with stats, skills, and combat do give a fair overview of
how the system works. To get an idea of the general range of stats
you can look through /adm/daemons/newuserd.c.

If there are more questions after that, feel free to email me, and
I'll help with whatever I can. :-)

Dm
[Dm@Mostly.Harmless]
","time":822525944,"poster":"Dm","title":"Re: Question about Skills and Stats",]),(["id":137,"body":"One of the hardest things to do is to get all of that balanced.
We can't tell you what to do, since if someone can and will make
powerful monsters, the balance changes again. In fact, YOU should
determine the policy. Eg. No more that xx monsters of xx strength
in a domain or similar rules.

But, basicaly, you can only learn after people start playing.
The same goes for the money system.

Leto
","time":822621950,"poster":"Leto","title":"Skills, stats etc",]),(["id":138,"body":"On Wed Jan 24, Leto wrote:
> But honestly, I am wondering if this site is worth its cpu cycles
> it is using. It seems people arne't using Tmi libs anymore, and
> most who do, have already merged in the I3 code or won't want to do 
> that.
> 
> But please correct me if I am wrong :)
> 
> Leto

Well, the problem is that LP Muds have moved a considerable way
since there was significant work done on the TMI mudlib.
If TMI is to ever take back a share of the LP world, then it is
going to take a lot of work.  

The biggest thing holding TMI back is the alack of manpower.
It would take even a team as big as the Lima team a good long time
to play catch-up in terms of modernizing the lib, now, but I
do believe that it can be done.  I'd be supportive of any
efforts to jump-start the lib, but for what are probably obvious
reasons, I probably would never go back to taking an active role in
the maintainence of the TMI mudlib...

Rust
","time":822630754,"poster":"Rust","title":"Re: Team-Aye / TMI",]),(["id":139,"body":"Euh, I made a small mistake. The doc_d wasn't changed much in
respect to filtering wizard items for mortals. Instead, it's our
help command which does that (Even though it SHOULD be done by the
doc_d).
However, Earthmud's help command uses a different function. It relies
on the function help() to return the help string, rather then return
an int.
I've put both Earth's doc_d and help command in my dir here. Feel free
to use the code.
If anyone wants to convert all help calls to use stirngs instead of ints,
please contact me :) :)

Leto
","time":822762144,"poster":"Leto","title":"Doc_d etc",]),(["title":"Re: Doc_d etc","poster":"Rust","time":822896005,"body":"On Sat Jan 27, Leto wrote:
> Euh, I made a small mistake. The doc_d wasn't changed much in
> respect to filtering wizard items for mortals. Instead, it's our
> help command which does that (Even though it SHOULD be done by the
> doc_d).
> However, Earthmud's help command uses a different function. It relies
> on the function help() to return the help string, rather then return
> an int.
> I've put both Earth's doc_d and help command in my dir here. Feel free
> to use the code.
> If anyone wants to convert all help calls to use stirngs instead of ints,
> please contact me :) :)
> 
> Leto
Sounds like a good candidate for automation??
","id":140,]),(["title":"Re: Doc_d etc","poster":"Leto","time":822922479,"body":"On Mon Jan 29, Rust wrote:
> > If anyone wants to convert all help calls to use stirngs instead of ints,
> > please contact me :) :)
> > 
> > Leto
> Sounds like a good candidate for automation??

That's hard to do. Some examples of ugly code in help funcs :)

int help() { write(\"foo\"+ some_func());
  if (foo) write(\"bar\") else write(\"eeck\");
   printf(\"Blah\");
#ifdef ACK
 write(\"blah\");
#endif
return 1;
}

I agree, current help was done in a braindead way :) And it took me
a good two days to get help converted on my mudlib for most\\things

Leto
","id":141,]),(["title":"a question","poster":"Gladden","time":822981773,"body":"
  How would I code a black smith how could craft items such as armor,
weapons, etc from raw materials in a player's inventory?
thanks in advance,
Gladden
","id":142,]),(["title":"Re: a question","poster":"Leto","time":823055081,"body":"On Tue Jan 30, Gladden wrote:
>   How would I code a black smith how could craft items such as armor,
> weapons, etc from raw materials in a player's inventory?
> thanks in advance,
> Gladden

There are lots of ways you could do it. Make the raw materials either
have a function or a property which returns the info needed to
tell the smith wether or not it can use it for something. If it can,
and will, destruct the raw material, and clone an armor, supplying
the appropriate message of how it was made.

If you need to know more, let me know.

Leto
","id":143,]),(["id":144,"body":"Hey, all...
  This question will probably sound stupid, but I figure someone here will
know the answer.  On a mud some friends and I are working on, we used to
be able to type 'mudlist' and get a list of muds on the intermud.  About
the time nightmare/ie changed their ip address, this began reporting that
there are no muds on the intermud, so I figure I just need to change an
address somewhere to get things right again, but I have been unsuccessful
in finding the right file to change it in.  Does this sound like the
problem, and if so, cna anyone tell me what file to change?

Thanks,
Dabius
","time":823284860,"poster":"Dabius","title":"intermud question",]),(["id":145,"body":"Check the file /include/i3.h (Or /include/net/i3.h) and change
the I3_ROUTER define to point to the new ip#.

It should be:
#define I3_ROUTER \"193.174.169.120 9000\"

Leto
","time":823285387,"poster":"Leto","title":"Re:intermud question",]),(["id":146,"body":"I have heard alot of ideas from wizards on Avatar about having a
user body for each race. This way each race could inherit the
main user.c and have it's own additions.

How would this be done? I have no idea how i could do this, and
any help would be appretiated.
	-lucas-
","time":823293314,"poster":"Lucas","title":"Racial User BOdies",]),(["id":147,"body":"On Fri Feb  2, Lucas wrote:
> I have heard alot of ideas from wizards on Avatar about having a
> user body for each race. This way each race could inherit the
> main user.c and have it's own additions.
> 
> How would this be done? I have no idea how i could do this, and
> any help would be appretiated.
> 	-lucas-

That's how Lima's races work.  Feel free to log on there and see
how we did it if you think it'll help.
","time":823295984,"poster":"Rust","title":"Re: Racial User BOdies",]),(["id":148,"body":"On Fri Feb  2, Rust wrote:
> On Fri Feb  2, Lucas wrote:
> > I have heard alot of ideas from wizards on Avatar about having a
> > user body for each race. This way each race could inherit the
> > main user.c and have it's own additions.
> > 
> > How would this be done? I have no idea how i could do this, and
> > any help would be appretiated.
> > 	-lucas-
> 
> That's how Lima's races work.  Feel free to log on there and see
> how we did it if you think it'll help.

Same for Earthmud :)

You'd need to query the race from the connection objects data, and
then load the appropriate body.c for each race I guess.

Leto
","time":823312589,"poster":"Leto","title":"Re: Racial User BOdies",]),(["id":149,"body":"Hi again,

The MUD I'm coding on doesn't seem to have a working copy of
pluralize_verb. Perhaps someone could point me in the right direction
for obtaining one?

Thanks.
","time":823378611,"poster":"Jewel","title":"pluralize_verb()",]),(["id":150,"body":"On Sat Feb  3, Jewel wrote:
> Hi again,
> 
> The MUD I'm coding on doesn't seem to have a working copy of
> pluralize_verb. Perhaps someone could point me in the right direction
> for obtaining one?
> 
> Thanks.

pluralize_verb is a function in /adm/simul_efun/pluralize.c here.

Leto
","time":823385132,"poster":"Leto","title":"Re: pluralize_verb()",]),(["title":"Monster Problems","poster":"Relm","time":823981311,"body":"Hello.  Our MUD is having some problems with it's monster code.
1) When the monster it attacked once it reaches zero hit points
combat will be stopped but the monster does not die.  When the
same monster is attacked again, one hit and the combat is
stopped but still, it does not \"die\"
2) The monster will not hit the player back.  You can be
fighting the monster for a very long time and never get hit
once.  Regardless of what players think :) we can't have this.
The strange thing is however this is not a consistent problem.
Some clones of a monster will do this and some won't.  This is
very strange and has us all baffled.  If anyone can shed some
light into this please do.  Or if you wish to see this problem
first hand go to: mud2.worcester.com 2600 and ask for Lucas or
Relm.

Thank you very much,
-Relm
","id":151,]),(["title":"heartbeat","poster":"Demogorgon","time":824027178,"body":"our monsters and players lose haert...heartbeat quite 
frequently in combat too...right when they
should die.
demogorgon
","id":153,]),})
id_ref 163