24 Aug, 2009, teknozwizard wrote in the 1st comment:
Votes: 0
We've finally gotten Chaos Ring up and running (but we still need builders for pre-beta are creation) and it's starting to work gloriously. Unfortunately, I've run into a snafu. I've created a mob, and I want to attach mobprogs to it. To my understanding, I can load as many progs onto 1 mob as long as the server can handle it. According to our coder (which I believe him) the server can handle loads of mobprogs. Now, here's the skinny…..

Quote
I've created the following mob.

Name: [orb of light]
Area: [ 49] The Training Grounds
Act: [npc sentinel]
Vnum: [ 209] Sex: [neutral] Race: [human]
Level: [102] Align: [ 0] Hitroll: [ 0] Dam Type: [none]
Hit dice: [ 1d1 + 0] Damage dice: [ 1d1 + 0] Mana dice: [ 0d0 + 0]
Affected by: [invisible]
Armor: [pierce: 0 bash: 0 slash: 0 magic: 0]
Form: [none]
Parts: [none]
Imm: [none]
Res: [none]
Vuln: [none]
Off: [none]
Size: [medium]
Material: [unknown]
Start pos. [standing]
Default pos [standing]
Wealth: [ 0]
Short descr: a glimmering light
Long descr:
a brightly glimmering orb of light
Description:

MOBPrograms for [ 209]:
Number Vnum Trigger Phrase
—— —- ——- ——
[ 0] 207 SPEECH chaos
[ 1] 205 GRALL 100
[ 2] 206 ACT nods


Now, as we can see, I have properly created him. He does work and so does his GRALL and ACT progs. The problem is, this is stock QuickMud and no OLC has been changed, which means we're also running stock progs (just mobprogs, no roomprogs or objectprogs yet). For this reason, I'm incredibly baffled about my speech prog. The following is my speech prog….

mob echo The sprites explode into a violent array of colours and chaos, mob echo changing and switching with time as thunderstorms appear and disappear
mob echo all at once. Sounds of battle can be heard, then sounds of peaceful
mob echo chanting. All of it fading away into nothingness.
mob echo The Herald of Hell, Discordia Prime. Cherun is the Lord and Master of
mob echo all things chaotic. Often appearing as a six-armed humanoid with two
mob echo large tusks jutting from it's lower jaw and waring armor of made from
mob echo the skulls of fallen enemies. Other times, the Herald of Hell bears
mob echo the visage of a toned, short and shaggy haired man with a beard.
mob echo Those that follow the path of Chaos are found all over, keeping to
mob echo secret identities. The faith of necessary evil, and the act of slavery
mob echo are prime implements to their religion. Believing that this is the
mob echo foundation of all things natural, they care for their slaves, but
mob echo insist that the slaves obey with unflinching loyalty and will.
mob echo Thus is the path of chaos. They are the strong that rule the weak in
mob echo this harsh and unforgiving realm. Cruelty and cercilessness are the
mob echo necessary tools that forge the iron fist of tyranny.
mob echo The sprites disburse once more, reforming quietly, waiting for your
mob echo next word.


Now, I've scoured the internet and tried to find everything that I could find concerning mobprogs and everything I points to tells me that once I've gotten the prog written that I do a:

addmprog 207 speech chaos

According to everything that I have viewed, the following addition to the mob means that when a player in the room utters a sentence with the word "chaos" in it, the mobprog 207 (see above) is supposed to trigger…..The problem is, it's not triggering. Can anyone help me? This is supposed to be my religion mob that helps players understand our game religions in an RP way. This way, they won't have to type "help <religion name>" in the beginning of the game, they can just read through the prog and enjoy it……but, like I said, the prog isnt triggering. Can anyone help me figure it out please?
24 Aug, 2009, tphegley wrote in the 2nd comment:
Votes: 0
I've never ran quickmud or ROM but is 'mob echo' the correct syntax for mprogs?

I know on my envy mud (and I believe smaug) it is mpecho.

EDIT****
After looking it up, syntax seems correct.

Did you save the area after the edit?
24 Aug, 2009, teknozwizard wrote in the 3rd comment:
Votes: 0
Yeah. "mob echo" is the command. On my GRALL, I'm also using mob echo.

Quote
[ 1] 205 GRALL 100

mpdump 205
mob echo A group of elemental sprites circles around your before colliding together and creating a massive
ball of sparking elementals. An ominous voice echos in your head: What do you want youngling? Have you come seeking religion?


And this one works all the time. And yup, I'm a religious fanatic about "asave world" then an "asave changed" then an "asave area" while still in the editor. Got me a nice little macro for it too. I do it this way because if any of the other 2 builders on the staff are building and forget to save their changes, I do it for them out of habit.

[Edited so you don't have to scroll left and right to read it]
24 Aug, 2009, tphegley wrote in the 4th comment:
Votes: 0
mob echo The sprites explode into a violent array of colours and chaos, mob echo changing and switching with time as thunderstorms appear and disappear


Is this a problem line? You have two mob echos on the same line. Maybe that's messing it up?

Does the output show nothing at all?
24 Aug, 2009, teknozwizard wrote in the 5th comment:
Votes: 0
I thought it might be when you pointed it out. I went in and changed it and it still won't output ANYTHING. No output shows up based off the trigger. Here's the test character's output and input that I created to test the prog:

20/20 - 100/100 - 100/100 
say chaos
You say in common 'chaos'.

20/20 - 100/100 - 100/100
nod
The sprites disburse and then merge together once more, the same ominous voice echos in your mind…..
There are several religions within these realms.
The Faith of Chaos, Order, Anguish, Blessing, and Nature. The belief
In Arcane Magic and Draconic Magic. The lust of Battle, the greed of
Deception. The thoughts of Wisdom, the valour of Honor and
The hatred of Envy.
You nod.

20/20 - 100/100 - 100/100
say Chaos
You say in common 'Chaos'.

20/20 - 100/100 - 100/100
say chaos
You say in common 'chaos'.


As you can see, I've tried several variations and of the word "Chaos" and it just wont trigger at all.
24 Aug, 2009, tphegley wrote in the 6th comment:
Votes: 0
Try switching the prog to an act prog and see if it works then. Is there a limit to how much mob echo can output? Have you checked logs for like buffer overflow or anything?
24 Aug, 2009, ATT_Turan wrote in the 7th comment:
Votes: 0
Did you notice that your mob's vnum is 209 and you're adding the program to 207?
24 Aug, 2009, Koron wrote in the 8th comment:
Votes: 0
Does talk_channel (or your local equivalent) have a hook in it to check mob progs?

Edit: And if so, does say use that function?
24 Aug, 2009, teknozwizard wrote in the 9th comment:
Votes: 0
MOBPrograms for [  209]:
Number Vnum Trigger Phrase
—— —- ——- ——
[ 0] 207 ACT chaos
[ 1] 205 GRALL 100
[ 2] 206 ACT nods


As we can see here, the mprog with vnum 207 is assigned to mob 209. Unfortunately, changing it to an ACT trigger didn't work. Here's my test char's output.

20/20 - 100/100 - 100/100 
look
A Tranquil Room of Faith
This room rest in darkness. You stand upon a platform, floating
seamlessly through the star sprinkled air. Clouds float gently by as
elemental sprites dance erotically through the air. A soft glimmering light
rests within this room and a small plaque sits below your feet.

[Exits: none]

20/20 - 100/100 - 100/100
Someone purges the room!

20/20 - 100/100 - 100/100
Someone has created someone!

20/20 - 100/100 - 100/100
say chaos
You say in common 'chaos'.

20/20 - 100/100 - 100/100
say Chaos
You say in common 'Chaos'.

20/20 - 100/100 - 100/100
say ChAoS
You say in common 'ChAoS'.

20/20 - 100/100 - 100/100
say chAos
You say in common 'chAos'.

20/20 - 100/100 - 100/100
You are thirsty.

20/20 - 100/100 - 100/100


Now, this is what I do know. If there is an action (like the coders poofout) that has the word Chaos in it, it'll trigger on an ACT flag, but it still won't trigger on a SPEECH flag. Here's the output for when I had it as an ACT trigger….

The sprites explode into a violent array of colours and chaos, changing and switching with time as thunderstorms appear and disappear
All at once. Sounds of battle can be heard, then sounds of peaceful
Chanting. All of it fading away into nothingness.
The Herald of Hell, Discordia Prime. Cherun is the Lord and Master of
All things chaotic. Often appearing as a six-armed humanoid with two
Large tusks jutting from it's lower jaw and waring armor of made from
The skulls of fallen enemies. Other times, the Herald of Hell bears
The visage of a toned, short and shaggy haired man with a beard.
Those that follow the path of Chaos are found all over, keeping to
Secret identities. The faith of necessary evil, and the act of slavery
Are prime implements to their religion. Believing that this is the
Foundation of all things natural, they care for their slaves, but
Insist that the slaves obey with unflinching loyalty and will.
Thus is the path of chaos. They are the strong that rule the weak in
This harsh and unforgiving realm. Cruelty and cercilessness are the
Necessary tools that forge the iron fist of tyranny.
The sprites disburse once more, reforming quietly, waiting for your
next word.
[u]You begin to regain your understanding of reality as the swirling vortex of chaos disappears behind Cherun![/u]


The underlined sentence actually triggered it, so I know it'll trigger off of an ACT flag……but I'll be damned if it won't trigger off of a SPEECH flag….(sobs!)…Am I doing something wrong?
24 Aug, 2009, tphegley wrote in the 10th comment:
Votes: 0
Ok, so we know it:

1. Can be triggered by act_flag
2. Can show all mob echos
3. Isn't firing on speech_prog
4. There's something with speech_prog that isn't letting mob echo go.

Make another speech prog with like three mob echos in it and see if that works.
24 Aug, 2009, teknozwizard wrote in the 11th comment:
Votes: 0
Ok, here's the newly add mprog….
Name:        [orb of light]
Area: [ 49] The Training Grounds
Act: [npc sentinel]
Vnum: [ 209] Sex: [neutral] Race: [human]
Level: [102] Align: [ 0] Hitroll: [ 0] Dam Type: [none]
Hit dice: [ 1d1 + 0] Damage dice: [ 1d1 + 0] Mana dice: [ 0d0 + 0]
Affected by: [invisible]
Armor: [pierce: 0 bash: 0 slash: 0 magic: 0]
Form: [none]
Parts: [none]
Imm: [none]
Res: [none]
Vuln: [none]
Off: [none]
Size: [medium]
Material: [unknown]
Start pos. [standing]
Default pos [standing]
Wealth: [ 0]
Short descr: a glimmering light
Long descr:
a brightly glimmering orb of light
Description:

MOBPrograms for [ 209]:
Number Vnum Trigger Phrase
—— —- ——- ——
[ 0] 208 SPEECH hello
[ 1] 207 SPEECH chaos
[ 2] 205 GRALL 100
[ 3] 206 ACT nods


Here's the mpdump from mprog 208…..
mpdump 208
mob echo test
mob echo test
mob echo test


And here's the output from the test char…..

20/20 - 100/100 - 100/100 
look
A Tranquil Room of Faith
This room rest in darkness. You stand upon a platform, floating
seamlessly through the star sprinkled air. Clouds float gently by as
elemental sprites dance erotically through the air. A soft glimmering light
rests within this room and a small plaque sits below your feet.

[Exits: none]

20/20 - 100/100 - 100/100
say hello
say hello!
You say in common 'hello'.

20/20 - 100/100 - 100/100 You say in common 'hello!'.

20/20 - 100/100 - 100/100
say hello.
say Hello
You say in common 'hello.'.

20/20 - 100/100 - 100/100 You say in common 'Hello'.

20/20 - 100/100 - 100/100
24 Aug, 2009, ATT_Turan wrote in the 12th comment:
Votes: 0
It would appear that your speech progs simply aren't getting triggered - I'd go through the code for the function that scans input for triggering words and make sure that function is actually getting called by send_to_char (or whatever your equivalent is).
24 Aug, 2009, tphegley wrote in the 13th comment:
Votes: 0
Are you wizinvis?
24 Aug, 2009, Hades_Kane wrote in the 14th comment:
Votes: 0
Moved this thread to the ROM Section.
24 Aug, 2009, teknozwizard wrote in the 15th comment:
Votes: 0
ATT_Turan said:
It would appear that your speech progs simply aren't getting triggered - I'd go through the code for the function that scans input for triggering words and make sure that function is actually getting called by send_to_char (or whatever your equivalent is).


I've asked our coder to look in the code for both of your suggestions when he's got a free moment. He's currently writing something for the fight code, no idea what though. So, hopefully he can take a quick glance. Other than that, can anyone think of any other suggestions so that maybe I can help him isolate exactly what the problem is?
24 Aug, 2009, teknozwizard wrote in the 16th comment:
Votes: 0
tphegley said:
Are you wizinvis?


I was, but not anymore….if that question was directed at me, but I haven't noticed anyone making a new character. Though. However, I did get a response from our Coder.

Quote
Coder tells you 'do_say does check for NPC and does a different say function'


Not sure what this means though….Maybe someone with more programming experience than my meager VB 2008 calculator programming mind can explain it! :grinning:
24 Aug, 2009, tphegley wrote in the 17th comment:
Votes: 0
Post not worth keeping. :)
24 Aug, 2009, teknozwizard wrote in the 18th comment:
Votes: 0
Oh! I see. No, my test char is level 1, but he is visible. I see what you're saying, duh. Heh. My bad. Sorry about that.
24 Aug, 2009, tphegley wrote in the 19th comment:
Votes: 0
void do_mpecho (CHAR_DATA * ch, char *argument)
{ if (argument[0] == '\0')
return;
act (argument, ch, NULL, NULL, TO_ROOM);
}


Here is the mob echo command. This sends the argument to the room. I'll look at do_say real quick to see what's going on there.

do_say
void do_say (CHAR_DATA * ch, char *argument)
{
if (argument[0] == '\0')
{
send_to_char ("Say what?\n\r", ch);
return;
}

act ("{6$n says '{7$T{6'{x", ch, NULL, argument, TO_ROOM);
act ("{6You say '{7$T{6'{x", ch, NULL, argument, TO_CHAR);

if (!IS_NPC (ch))
{
CHAR_DATA *mob, *mob_next;
for (mob = ch->in_room->people; mob != NULL; mob = mob_next)
{
mob_next = mob->next_in_room;
if (IS_NPC (mob) && HAS_TRIGGER (mob, TRIG_SPEECH)
&& mob->position == mob->pIndexData->default_pos)
mp_act_trigger (argument, mob, ch, NULL, NULL, TRIG_SPEECH);
}
}
return;
}
24 Aug, 2009, tphegley wrote in the 20th comment:
Votes: 0
Is mob in default position?
0.0/35