Message 1 from *db-issues (#84): Date: Wed Nov 10 20:55:28 1993 CST From: Mail Feature Object (#85) To: *db-issues (#84) Subject: @qsend/@qedit Reply-to: Hemlock (#2) I've added @qsend to the Mail Feature (#85), and @qedit (which some may know as @propedit) to $prog. -------------------------- Message 2 from *db-issues (#84): Date: Wed Nov 10 20:57:04 1993 CST From: Hemlock (#2) To: *db-issues (#84) Subject: @qsend Heh. That last message was from me. Leetle bug been squished. -------------------------- Message 3 from *db-issues (#84): Date: Tue Nov 23 05:15:02 1993 CST From: Hemlock (#2) To: *db-issues (#84) Subject: additions Programmer FO (#129): @verbs @properties/@props $tangible -- Parent of all virtually `real' objects. :olook_msg -- Shown to room when someone looks at an object. -------------------------- Message 4 from *db-issues (#84): Date: Tue Nov 23 05:28:53 1993 CST From: Hemlock (#2) To: *db-issues (#84) Added `@nn' to Mail FO (#85). Reads next message on any of your subscribed groups. -------------------------- Message 5 from *db-issues (#84): Date: Wed Nov 24 00:35:16 1993 CST From: Hemlock (#2) To: *db-issues (#84) Subject: @title You can now set your title via a message. `@title me is '. If your name isn't included in the title, it will be appended to it. -------------------------- Message 6 from *db-issues (#84): Date: Wed Nov 24 13:49:19 1993 CST From: Hemlock (#2) To: *db-issues (#84) Subject: @go/@summon Added these two verbs. `@go ' and `@summon '. Really just enhanced aliases for @move, changing the values of dobjstr and iobjstr. But they work. Enjoy, my booboos. -------------------------- Message 7 from *db-issues (#84): Date: Wed Nov 24 17:25:11 1993 CST From: Razorhawk (#80) To: *db-issues (#84) Subject: The R/T Clubhouse This is an area I've built to replace the Primordial Goo. To get here, type @go #159 This area is less fantastic, less dramatic, a place for new players to learn the gentle arts of the say and page commands. How should we handle player building? I kind of think that players should have at least one single room, their 'home', which they can customize. Can we give this to them in such a way that it fits into the reality without teleportation? I've got notes for an area called the Dakirion Building, an elite resort kind of place. Its 'main entry point' is a helipad. Maybe we could utilize 'copters as our plot-device to get people from area to area? Yours Truly, RazorHawk -------------------------- Message 8 from *db-issues (#84): Date: Wed Nov 24 18:30:09 1993 CST From: Hemlock (#2) To: *db-issues (#84) Subject: additions $player:' (short for page) $puppet (still in progress) $character is now descended from $gendered. In the process, genders were cleared. Set `em again. $exit messages will NOT prepend the exiting players name. Be sure to include a %N to account for this. uM.. maybe s'more. aH yes-- `help details' -HEMLOCK -------------------------- Message 9 from *db-issues (#84): Date: Wed Nov 24 21:03:37 1993 CST From: Hemlock (#2) To: *db-issues (#84) Subject: @builder-options Type `@builder-options' for a list of them. -------------------------- Message 10 from *db-issues (#84): Date: Wed Nov 24 21:06:22 1993 CST From: Hemlock (#2) To: *db-issues (#84) Subject: Integration Type `help integration' for details. Note $furniture (mentioned in the file) doesn't exist yet. I'll `port it eventually. -------------------------- Message 11 from *db-issues (#84): Date: Thu Nov 25 02:10:39 1993 CST From: Hemlock (#2) To: *db-issues (#84) Subject: $Puppet Working puppet. Monitor/Command. More to come, hopefully $ahab eventually. -------------------------- Message 12 from *db-issues (#84): Date: Thu Nov 25 17:09:49 1993 CST From: Hemlock (#2) To: *db-issues (#84) Subject: @join Added `@join ' with the same use of @move as @go/@summon. -------------------------- Message 13 from *db-issues (#84): Date: Thu Nov 25 21:44:33 1993 CST From: Hemlock (#2) To: *db-issues (#84) Subject: mu `mu*rmur =' or `mu*rmur '. Like whisper. -------------------------- Message 14 from *db-issues (#84): Date: Fri Nov 26 05:43:32 1993 CST From: Hemlock (#2) To: *db-issues (#84) Subject: @ps Added @ps to $prog. Simply displays your task queue. Like @queue on LambdaMOO. Aliased to that, too. -------------------------- Message 15 from *db-issues (#84): Date: Fri Nov 26 07:26:03 1993 CST From: Hemlock (#2) To: *db-issues (#84) Subject: @timezone This doesn't matter for most of you, since you're local to Austin, but if you AREN'T, you can set your timezone with `@timezone me is "XXX"' where "XXX" is the string abbreviation for your timezone. Not exactly accurate with tz's outside the US, but oH well. I tried to make the verbs ($time_utils:ctime) as server-independant as possible. -------------------------- Message 16 from *db-issues (#84): Date: Fri Nov 26 09:04:31 1993 CST From: Hemlock (#2) To: *db-issues (#84) Subject: $robot/$nomad Fresh from the oven, these two new creations should add an extra dimension of fun to our happy leetle home. ----- $robot verbs: @start -- Start the robot. @stop -- Stop the robot. The generic robot doesn't DO anything. It simple receives a :pulse from it's heart and acts according to how it's programmed. ----- $nomad verbs: wander-chance is -- Set the percentange chance of the nomad wandering when e receives a :pulse. The generic nomad is an example of a robot programmed to do something. Whenever it receives a pulse and decides it wants to move (based mainly on wander-chance), it chooses and takes an exit if a suitable one is found. There are several programmer verbs on the nomad to restrict and/or direct its movement. Do a `@d $nomad' to see a list of them, then `help $nomad:verbname' to see help on each. On a semi-relevant, I'll be adding a handy automated help system soon, if this crystal-clear creative high I'm on doesn't give out. It'll extract help from verb comments, dependant on whether the player is a programmer or not. Enjoy the new toys. -quinn/HEMLOCK -------------------------- Message 17 from *db-issues (#84): Date: Fri Nov 26 10:17:27 1993 CST From: Hemlock (#2) To: *db-issues (#84) Subject: Puppet Remote Control (#212) `@addfeature #212' and `help #212'. Allows you to send commands to a puppet by name, regardless of where e is. When you create a puppet, it will automatically be added to your puppets list. I've gone ahead and done this with the existing ones. -------------------------- Message 18 from *db-issues (#84): Date: Fri Nov 26 20:08:33 1993 CST From: Hemlock (#2) To: *db-issues (#84) Subject: @carrying/@emptyhanded You may now set a @carrying message on your character. Use %c to represent an english list of its contents. @carrying fido is "%N % carrying %c in %p slavering jowls." Also, an `emptyhanded' message for when e is carrying nothing. @emptyhanded fido is "%N is empty-pawed." Note these are only used if your character's `ctype' is set to 2, which it is by default. `@set char.ctype to 0' if you don't want anything said about eir contents. -quinn -------------------------- Message 19 from *db-issues (#84): Date: Fri Nov 26 21:33:54 1993 CST From: Hemlock (#2) To: *db-issues (#84) Subject: Pasting FO (#216) |, @paste, @paste-to. `help #216' for details. -------------------------- Message 20 from *db-issues (#84): Date: Fri Nov 26 22:16:28 1993 CST From: Hemlock (#2) To: *db-issues (#84) Subject: alternate emotion FO (#217) A warehouse of popular stage-talk and spoofing verbs, packaged for your convenience. `help #217' for full help. -------------------------- Message 21 from *db-issues (#84): Date: Sun Nov 28 08:42:24 1993 CST From: Hemlock (#2) To: *db-issues (#84) and *geography (#258) Subject: Scrabble! Scrabble is here! I've renamed the `R/T Scrabble Room' to the `R/T Scrabble Lounge' and branched 5 rooms (one for each of the vowels) off from it. Hope I didn't step on your topograpical toes, Razor. I changed the leave message into the Lounge to make the exit a slight incline, trying to keep it away from the sw/se rooms. It shouldn't be a problem, since scrabble rooms aren't especially big anyway. -------------------------- Message 22 from *db-issues (#84): Date: Sun Nov 28 17:29:07 1993 CST From: Hemlock (#2) To: *db-issues (#84) Subject: pronoun-sub'd descs Kids of $gendered (which includes all people and puppets) now have their descriptions pronoun-sub'd, with %N as the object and %d as the player (if you need it). -------------------------- Message 23 from *db-issues (#84): Date: Mon Nov 29 07:40:53 1993 CST From: Hemlock (#2) To: *db-issues (#84) Subject: Internet Word Findin' FO (#276) `help #276' for more details on this feature, which allows you to both check Scrabble words in an online OSPD, and define any word through an online Webster's dictionary. -------------------------- Message 24 from *db-issues (#84): Date: Sat Dec 4 06:15:10 1993 CST From: Hemlock (#2) To: *db-issues (#84) Subject: $furniture Added this. See `help $furniture' for more details. -------------------------- Message 25 from *db-issues (#84): Date: Wed Dec 8 01:27:07 1993 CST From: Hemlock (#2) To: *db-issues (#84) Subject: remote emote Added $player:+ for remote-emoting. -------------------------- Message 26 from *db-issues (#84): Date: Sat Dec 11 08:29:34 1993 CST From: Hemlock (#2) To: *db-issues (#84) Subject: #411:@owned Brought this FO of mine from lambdamoo. Type `help #411' for more detailed help. -------------------------- Message 27 from *db-issues (#84): Date: Sat Dec 18 18:58:28 1993 CST From: Hemlock (#2) To: *db-issues (#84) Subject: sitting/standing Hacked $room:here_huh so you can just `sit', `stand', etc and the room will find your seat, if any. -------------------------- Message 28 from *db-issues (#84): Date: Fri Dec 31 18:41:50 1993 CST From: Hemlock (#2) To: *db-issues (#84) Subject: @my I added the @my verb as an alias for `@message me is blah'. For example: @doing me is "nada, chuckles" is equivalent to: @my doing is "nada, chuckles" A little more intuitive and english. Might add the more general syntax of `@object's message is blah' later. Would be a neat hack. -quinn -------------------------- Message 29 from *db-issues (#84): Date: Fri Dec 31 19:02:56 1993 CST From: Hemlock (#2) To: *db-issues (#84) Subject: @speech You can now change the way you speak. Use `@my speech is "%N %, \"\""' to do so. The is sub'd with what you actually said. Will hack `help say' to include this. -------------------------- Message 30 from *db-issues (#84): Date: Sun Jan 2 06:38:30 1994 CST From: Hemlock (#2) To: *db-issues (#84) Subject: @my You can now use the format `@ message is "New Value."' to set messages. @my message is "New." -> @message me is "New." @object's message is "New." -> @message object is "New." Have fun, kids. *smooch* -------------------------- Message 31 from *db-issues (#84): Date: Sun Jan 2 06:39:01 1994 CST From: Hemlock (#2) To: *db-issues (#84) Subject: sound_permeability Exits now have a property `sound_permeability' which determines whether or not a sound of certain volume is transmitted through it. sound_permeability -- How clearly sound travels through the exit. 0 -> silence 1 -> audible -x -> varying degrees of distortedness For example, when we get some doors, the sound permeability will be 0 when they're closed. Certain exits might not want sound passing through them at all, and should likewise be 0. To fix your exit so that it does not transmit sound, do: @set exit.sound_permeability to 0 Or if you'd like it to only sometimes receive sound, use: @set exit.sound_permeability to A shout is of loudness 6, thus a -7 or greater sound permeability won't transmit a shout. Some sounds and their loudness: pindrop -- 0 (rarely, if ever, heard) whisper -- 0-1 normal speech -- 1-4 shout -- 5-6 $exit has sound permeability of -2. That's the default. It should be neat when worked out. Please feel free to comment now before the scheme becomes law. -quinn -------------------------- Message 32 from *db-issues (#84): Date: Sun Jan 2 07:10:02 1994 CST From: Hemlock (#2) To: *db-issues (#84) Subject: sound_permeability I pushed this down to -3, which means about 25% of speech will transmit through exits. Whispers/Murmurs are completely private right now, so don't worry about those. DO keep in mind, however, that someone might be overhearing your spoken conversations in the next room. -------------------------- Message 33 from *db-issues (#84): Date: Wed Jan 5 00:58:28 1994 CST From: Hemlock (#2) To: *db-issues (#84) Subject: events I've added an event system, with help on it. `help events' will getcha started on it, with an introduction. -------------------------- Message 34 from *db-issues (#84): Date: Thu Jan 6 02:42:11 1994 CST From: Hemlock (#2) To: *db-issues (#84) Subject: Mu*-Compat Changes Emote with a leading ' leaves out the space: :'s test. Hemlock's test. Ditched the old cumbersome MOO standard `whisper "text" to player'. New: mu*rmur/wh*isper player [=] text IMPORTANT: Murmur displays a message to the room saying that you are murmuring. Doesn't say WHAT you're murmuring, just that you are. The old MOO-style whisper is now $player:moo-whisper, for the benefit of those (like myself) who have clients which shape the equals-format into the moo-style. Also fixed page to recognize `p*age ='. Enjoy, you dog-gone wiley Mu*ers. -------------------------- Message 35 from *db-issues (#84): Date: Thu Jan 6 02:53:37 1994 CST From: Hemlock (#2) To: *db-issues (#84) Subject: :natural_weapon If your natural_weapon property is a list, a random weapon from that list will be chosen when you're not wielding anything. This'll allow for some variety in brawling. attacks. -------------------------- Message 36 from *db-issues (#84): Date: Thu Jan 6 12:02:03 1994 CST From: Hemlock (#2) To: *db-issues (#84) Subject: NOW NEW EASIER TO COMMAND PUPPETS! You can now use the format `, ' to send commands to your puppet. Enjoy! -------------------------- Message 37 from *db-issues (#84): Date: Thu Jan 6 16:55:55 1994 CST From: Hemlock (#2) To: *db-issues (#84) Subject: new gendered fellows I've added $they and $someone as generic gendered folk. $someone will be useful for events, when you don't want others to know who exactly made a motion or sound, but want to refer to them anonymously. ie: %N % across the floor. -------------------------- Message 38 from *db-issues (#84): Date: Thu Jan 6 18:07:16 1994 CST From: Hemlock (#2) To: *db-issues (#84) Subject: PoseFO I've `ported over my Pose FO (#569). The easiest way to explain it is to show examples. .kiss gargoyle's snout and :rub its belly You kiss Gargoyle's snout and rub its belly. (Gargoyle) Quinn kisses your snout and rubs your belly. (Cog) Quinn kisses Gargoyle's snout and rubs its belly. .kick cog's moneybox and :demand my money back cuz You kick Cog's moneybox and demand your money back cuz. (Cog) Quinn kicks your moneybox and demands his money back cuz. (Gargoyle) Quinn kicks Cog's moneybox and demands his money back cuz. .rub my achin' foot after kicking cog. "Fuckin' golems." You rub your achin' foot after kicking Cog. "Fuckin' golems." (Cog) Quinn rubs his achin' foot after kicking you. "Fuckin' golems." (Gargoyle) Quinn rubs his achin' foot after kicking Cog. "Fuckin' golems." Enjoy. -------------------------- Message 39 from *db-issues (#84): Date: Thu Jan 6 18:50:47 1994 CST From: Hemlock (#2) To: *db-issues (#84) Subject: @messages I've added a new syntax to @messages, removed the `corrupted **' message in favour of the less-menacing `is a list.', and made a couple other changes. `help @messages' changed to reflect `em. -------------------------- Message 40 from *db-issues (#84): Date: Fri Jan 7 02:23:08 1994 CST From: Hemlock (#2) To: *db-issues (#84) Subject: release I've added :release and :releasable to $room. Release calls releasable, which should return a true value if the sole argument (an object) is allowed to leave the room. :releasable verbs shouldn't print any messages. If you wanna make it noisy, put the messages in :release. See $player_start:release and :releasable for an example of its usage. The actual restraining (actually, retrieving) is done in $room:exitfunc. -------------------------- Message 41 from *db-issues (#84): Date: Sun Jan 9 00:44:22 1994 CST From: Hemlock (#2) To: *db-issues (#84) Subject: annoying prepends $exit nor $thing no longer prepend a player's title to their messages. If you find another core instnce that sticks the title at the start, regardless of the messge content, tell me and I'll get rid of it. -------------------------- Message 42 from *db-issues (#84): Date: Sun Jan 9 23:49:31 1994 CST From: Hemlock (#2) To: *db-issues (#84) Subject: $string_utils:pluralize Added this verb, which takes a noun and returns the plural. An option `quantity' arg can be sent, and it'll only pluralize if that quantity is not one. -------------------------- Message 43 from *db-issues (#84): Date: Tue Jan 11 03:45:05 1994 CST From: Hemlock (#2) To: *db-issues (#84) Subject: following You can now follow people. See `help following' for details. -------------------------- Message 44 from *db-issues (#84): Date: Tue Jan 11 04:20:00 1994 CST From: Hemlock (#2) To: *db-issues (#84) Subject: DEATH You actually DIE now. No permanent damage (hee), just a disconnection and a quick ride home. You even get healed! What a bargain! -------------------------- Message 45 from *db-issues (#84): Date: Tue Jan 11 16:15:01 1994 CST From: Hemlock (#2) To: *db-issues (#84) Subject: actions Added the `actions' command which lists wht actions you have queued. Razor has been working on giving the weapons stats, too. We may have a working little violent gorey combat system yet! Whee! -------------------------- Message 46 from *db-issues (#84): Date: Thu Jan 13 03:23:33 1994 CST From: Hemlock (#2) To: *db-issues (#84) Subject: health I've added the `health' or `ht' command to quickly check a combatant's physical condition. -------------------------- Message 47 from *db-issues (#84): Date: Thu Jan 13 04:49:18 1994 CST From: Hemlock (#2) To: *db-issues (#84) Subject: some new stuff Puppets now fight back. You may program more sophisticated behaviour into their :hear_event_attack method. See the current for an example. Added the `cancel' verb for cancelling actions. -------------------------- Message 48 from *db-issues (#84): Date: Mon Jan 17 05:14:04 1994 CST From: Hemlock (#2) To: *db-issues (#84) Subject: Flock of Status Verbs A trio of verbs to keep you informed of yours and your fellow combatant's condition: ht -- Show the given character's degree of injury. eq -- Show what the given character is wielding. co -- Equivalent to a `ht' and `eq' on the given character. -------------------------- Message 49 from *db-issues (#84): Date: Mon Jan 17 09:35:07 1994 CST From: Hemlock (#2) To: *db-issues (#84) Subject: knockout I've added the `knockout' message to the generic combat message set (#326). Also added a .lethality prop to $weapon, which is the % chance of that weapon killing rather than simply knocking someone unconscious, if that person is up for a death check. Something like tha chainsaw should probably be 100, for example. Note this doesn't make it easier to get someone to the point of death. It simple influences whether they die or are knocked unconscious when they reach that point. Anyway--people using `upload' to stock a message set be aware that knockout is now nestled between `hit' and `kill'. -------------------------- Message 50 from *db-issues (#84): Date: Wed Jan 19 05:17:43 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: @ic/@ooc I've added this little command, to toggle between in and out-of character. Its value is reflected in the new IC column of the WHO listing. Comments welcome. I may change the name of `@doing' to something more generic, too. Maybe @banner or @billboard or @comment, @tag, something. -------------------------- Message 51 from *db-issues (#84): Date: Sat Jan 22 03:25:41 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: @find Added $match_utils:find_verb, and a @find verb to the Programmer FO (#129). -------------------------- Message 52 from *db-issues (#84): Date: Sat Jan 22 03:34:44 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: Wound Reporting I hacked $combatant:receive_damage a little so that the damage level returned is the TOTAL damage on that character, not just the damage inflicted by that blow. This means that a `light' wound on an already near-death person will be reported as `critical' or `mortal' in the damage message. -------------------------- Message 53 from *db-issues (#84): Date: Sat Jan 22 04:29:22 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: #217:! (spoofing) Spoofing with ! now only shows the attribution tag to those who are out of character. This'll make spoofing for role-playing purposes less intrusive. -------------------------- Message 54 from *db-issues (#84): Date: Sat Jan 22 07:30:08 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: healing and unconsciousness Players now heal at a rate dependant on their endurance. The healing occurs roughly every 3 minutes and will also decrement your unconsciousness monitor. When unconscious, you won't hear anything in the room, and won't be able to issue commands except those starting with ; or @. If you want to knock someone out instead of kill them, use the `knockout' or `stun' command with the same syntax as attack. It won't always work. The more skilled you are with the attacking weapon, the greater chance of simply stunning your opponent. You may attempt to revive someone with the `revive' command. It's an action that'll be queued as normal. If you happen to get knocked out, just bear with it until you wake up. Should be a couple minutes (eep). Send complaints and tweak suggestions to me, or this list. -------------------------- Message 55 from *db-issues (#84): Date: Wed Feb 9 04:46:32 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: $clothing $clothing has arrived! @create a kid and set its messages, and you're off into the wild wonderful world of the virtual fashion industry. Speaking of creating and such... I'll probably make a VR "Replication Room" to allow non-builders a way to create things such as clothing, basic weapons, food, etc. It should be a neat interface, using the existing object quota system. More details as they happen. -------------------------- Message 56 from *db-issues (#84): Date: Thu Feb 10 23:24:27 1994 CST From: Quinn (#2) To: *db-issues (#84) Added $room:light_level() which now simply returns !this.dark. Hacked $character:title to return "Someone" if player and character are in same room and said room is dark. -------------------------- Message 57 from *db-issues (#84): Date: Sun Feb 13 16:45:11 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: Hanging up Comms I've fixed comms so that hanging them up during an outgoing call will cancel the call. urgh--may still cause some problems. Bear wit me. -------------------------- Message 58 from *db-issues (#84): Date: Wed Feb 16 20:47:12 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: $furniture I changed the args of :sit, :lie, and :stand to any any this so that one can `sit at desk' instead of `sit on desk', &c. -------------------------- Message 59 from *db-issues (#84): Date: Sat Feb 19 17:04:15 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: home I changed the messages on `home' and added a `start' alias which sends you to the starting point (currently R/T Underground). -------------------------- Message 60 from *db-issues (#84): Date: Sun Feb 20 06:31:09 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: $door Created $door, with a simple help file (see `help $door'). No easy user interface just yet, tho I have my eye on re-writing @dig anyway. For now just @chparent each of your exits to $door if you be wanting them as such. -------------------------- Message 61 from *db-issues (#84): Date: Mon Feb 21 00:17:08 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: Misc I hacked $player:help so that if there is no help for the given topic in a help-db, it checks for a verb of that name in the player's environment, and prints any available help on that verb. Hacked $command_utils:do_huh to return true if the command was successful. This carries through to $puppet:do, which now returns a useful value. Changed the text of mail sent to new players. About time, eh? Still need to hack a lot of help text. -------------------------- Message 62 from *db-issues (#84): Date: Mon Feb 21 03:56:20 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: HELP! I've re-arranged some of the frontal help topics. In particular, the opening screen has a much better look. Added `help theme' and `help access', removed reference to building and programming in basic help, and centered the dashes in some of the screens. If you have any gripes about help, tell me and I'll try to iron `em out. -------------------------- Message 63 from *db-issues (#84): Date: Tue Feb 22 03:47:24 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: furniture I've enhanced some of the sitting/reclining stuff on $room, adding a :furniture_huh (hee) and moving the code there. You can now `sit with player'. -------------------------- Message 64 from *db-issues (#84): Date: Tue Feb 22 06:56:54 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: names Do NOT put articles in your object names. Also do not capitalize your names unless they are proper. In most cases a name should be just that--a simple noun. Not a clause. A noun. I'm working on a pronoun-sub convention that'll automatically insert articles when you want them. I know it's been done elsewhere, but not with any documentation, and usually with a lot of extra crap. Anyway--try and stick with the naming conventions above. Thanks. -------------------------- Message 65 from *db-issues (#84): Date: Fri Feb 25 01:01:32 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: Exits and Huh I made a little change to $command_utils:do_huh which was prohibiting certain verbs to be matched correctly by a puppet. Involved the value of caller, and the screwy behaviour of $root_class:huh. Also, you can now use exit phrases. Previously, exits had to be one word. -------------------------- Message 66 from *db-issues (#84): Date: Fri Feb 25 07:16:16 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: walk There is now a walk command on $player. syntax: walk to Verbs involved: $match_utils:match_room(string[, who]) $player:my_match_room(string) $match_utils:room_match_failed(room, roomstr) $player:walk $player:_walk(destination) $player:find_path(source, dest) $player:move_by_exits(path) There's probably some bugs. Point 'em out if so. The basic code was taken from Metaverse, which was (I believe) taken from JHM. I cleaned it up a bit and eliminate a lot of esoteric JHM cruft. Some more of those building tips: - Alias your rooms fully, so they'll be matchable. - Describe your exits. - Message at least @oarrive, @leave, and @oleave. One can only walk to a room within eir Zone. There are several zones so far; see `help @zones' for how to zone your location. Use `@builder-option zone=#zone' to set a new default. -quinn -------------------------- Message 67 from *db-issues (#84): Date: Fri Feb 25 07:19:40 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: S'more HELP If a help topic isn't found, the system searches for a verb with the topicname and if found displays the documentation of that verb. -------------------------- Message 68 from *db-issues (#84): Date: Fri Feb 25 17:50:37 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: default FOs I added the Mail Feature, Alternate Emotion FO, and the Pose Feature to $player.features. Also hacked the feature sack to show which ones you already have. -------------------------- Message 69 from *db-issues (#84): Date: Fri Feb 25 19:44:09 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: More Zonework Zones now have a free_entry verb and property. This controls the teleport access of every room in that zone, IF the room's property is clear. If the room's property has been set, then that value will take precendence. I also cleaned up $room:disfunc. MOO-disconnected users (via @quit) will be taken home after a minute; client-disconnected after 5m. This assuming that client-disconnection is a link lossage and the may be back soon. The housekeeper messages have been removed, replaced with $zone:disfunc_leave/arrive_msg. Set these messages on your zone and they'll carry through to every room inside. If the message is defined on the room or a descendant, it will take precedence. I think that's about it for now. Am going to add anti-combat support to Zones as well, but am thinking of just where to put it. Stay tuned. -quinn -------------------------- Message 70 from *db-issues (#84): Date: Fri Feb 25 20:19:17 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: walk I've added `join ', which walks to the user's location. Also have forbidden joining someone who isn't signed in, and moved the verbs to $character so your puppets can walk/join, too. -------------------------- Message 71 from *db-issues (#84): Date: Fri Feb 25 20:39:39 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: Keep on Walking You can only walk to one place at a time. To stop walking towards a place type 'stop walking'. I know it's a cruel, cryptic syntax, but you'll just have to deal with it. -------------------------- Message 72 from *db-issues (#84): Date: Sun Feb 27 04:26:58 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: $root_class:name/c I've added $root_class:name and $root_class:namec, which return (what else?) the object's name. Hacked $room:emote and :say, and $character:say to use it. The only real perk now is that it replaces underscores in player names with spaces. Suggestions welcome. -------------------------- Message 73 from *db-issues (#84): Date: Mon Feb 28 04:52:15 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: walk/go These verbs now pause for a number of seconds dependant on the player's quickness. Just testing it out. If the delay gets too annoying, I'll remove it. -------------------------- Message 74 from *db-issues (#84): Date: Sat Mar 5 00:08:08 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: Articles :title now returns the object's title prepended with an article, if necessary. Here're the relevant verbs and properties: :.use_article -- Should the object use an article at all? :.definite -- Should the object use the definite article? (the) If your object already has "a", "an" or "the" in its name, it won't use an article. Tho, as I have repeatedly requested, it is best NOT to include these articles in your object names. If you'd like to hack your object's title, hack the :title_msg verb instead of :title itself, lest you lose the article. Exits, rooms and $gendered objects do not, by default, use an article. -------------------------- Message 75 from *db-issues (#84): Date: Sat Mar 5 04:41:23 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: Articles, again Silly dumb-ass me forgot that articles should't be where there's a possessive already. Anyway, I'll keep things as they are for now. If you have any design ideas for a pronoun_sub which includes articles, please post `em. -------------------------- Message 76 from *db-issues (#84): Date: Sat Mar 5 20:55:10 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: some little things Players who register from *bga.com now get twice the initial quota automatically. Hrm. That's only one little thing. I forgot the others. Dammit. -------------------------- Message 77 from *db-issues (#84): Date: Sat Mar 5 23:41:10 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: @speech I've changed the token to $text for your @speech message. Just cuz it looks prettier. -------------------------- Message 78 from *db-issues (#84): Date: Sun Mar 6 07:27:14 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: $container messages The "oput", "oremove", "oopen" and "oclose" messages on $container no longer prepend your name. I'll be going through the db fixing some things to do with articles, anyway, so I might go ahead fix those set assuming a title prepended. If you see any other messages that force the title at the beginning (eg: " opens the %t."), tell me and I'll nuke the code. -------------------------- Message 79 from *db-issues (#84): Date: Sun Mar 6 07:49:00 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: Articles--FINALLY I've settled on a new pronoun_sub which inserts the article used with an object (if any), plus a space if the it does in fact exist. (dobj == "bowl") : "%N % up %a%d." -> "Quinn picks up a bowl." (dobj == "Razorhawk") : "%N % up %a%d." -> "Quinn picks up Razorhawk." So, if you want an article in your message, put %a -immediately- before its title sub (%n, %t, %d, etc). Spacing will be taken care of for you. There's still a few problems with this. For one, you can't insert adjectives between article and noun and have "a" or "an" chosen correctly for an indefinite article. The article is chosen in :article. This should probably check if the object's name is ambiguous in the room, and only return an indefinite article in that case. I may do this eventually, but things are spammy enough as is. $root_class:"atitle*c aname*c" has been added, returning the title/name of an object with its article (if any) attached. Also aliased $list_utils:title_list to support all the new a*s, c*s, :name, etc. Hacked $room/$character:tell_contents to use $string_utils:atitle_list. I'm going to go through and check the core generics for explicit articles, removing and replacing with %a. Don't feel you have to do this. Nice to use the %a sub for your new stuff, but there's really not an urgent need to change the old. That's about it for now. Someone remind me to update 'help pronouns'. -Quinn -------------------------- Message 80 from *db-issues (#84): Date: Sun Mar 6 08:44:53 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: following You can now 'stop following ' in addition to 'unfollow/abandon '. -------------------------- Message 81 from *db-issues (#84): Date: Mon Mar 7 00:24:51 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: $rpg:trusted(user) You can use this in verbs which you'd like to be called only by GMs. All programmers are GMs now, so it doesn't really matter with internals, but you should use it anyway in case that changes in the future. -------------------------- Message 82 from *db-issues (#84): Date: Mon Mar 7 00:39:13 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: More on articles I forgot to mention: When you want to get dobj, this, etc's article, use %[dart], %[tart], etc. 'Property' name is 'art', in other words. -------------------------- Message 83 from *db-issues (#84): Date: Mon Mar 7 06:33:10 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: $root_class:announce_messages I've made this return something useful. 1 if only the msg was printed, 2 if only the omsg was printed, 3 if both and 0 if none. Also, it now uses :get_message to get the raw omsg. -------------------------- Message 84 from *db-issues (#84): Date: Mon Mar 7 23:05:28 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: $nomad.allowable_zones You may now set this property to contain the zones you wish to restrict your nomad to travelling. If it remains an empty list, e can travel through any zone. -------------------------- Message 85 from *db-issues (#84): Date: Mon Mar 7 23:08:30 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: Articles AGAIN OK OK I was trying to make our article system without all the hassle of the contemporary JHM new pronoun_sub. I did come up with a way to do this (allowing %[dname] to call .name as well as :name), but still went ahead with the rather useless %a sub. Sometimes you want a definite article (the) and sometimes you want an indefinite article (a, an). Anyway, DON'T put articles in your object names. That is a BEEG No-No. You may put them in your messages if you like, since if something new comes along we'll just have to switch `em over anyway. Sorry for all the hassle. -------------------------- Message 86 from *db-issues (#84): Date: Mon Mar 7 23:09:32 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: @owned/@pros/@audit These verbs now make an :is_readable_by check on the dobj if the player is not a programmer. Else we have normal players peeking into adventures and spoiling the fun of discovery. -------------------------- Message 87 from *db-issues (#84): Date: Wed Mar 9 04:11:09 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: $root_class:id() This verb returns an identifier for the object. For programmers it returns :name plus the object number, for non-progs just the name. -------------------------- Message 88 from *db-issues (#84): Date: Wed Mar 9 04:36:30 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: details I've messed with the detailing verbs a bit. See 'help @details' for changes. It's a friendlier syntax. For example, you can now do: @detail my ass as "That's one damn fine ass he's got there. Shiiit." -------------------------- Message 89 from *db-issues (#84): Date: Wed Mar 9 05:32:58 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: $detailed overhaul I've re-written the way details work internally. The 'details' property has been removed and replaced with detail_names and detail_descs. These are owned by the owner of the detailed objects, so can, in most cases, be edited directly via the note editor. This assumes that all your detail descriptions are strings, and NOT list of strings. The note editor will choke on the latter. Detail aliases are kept as a |-delimited string, and no longer a list. This is both faster and consumes less space. -------------------------- Message 90 from *db-issues (#84): Date: Thu Mar 10 09:47:59 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: GET NEKKID We have nudity! See '@nudity' for a list of all the many body area messages you can set. Chances are you'll want to concentrate on the grouped areas (there are only 5 of those) and perhaps the head, describing only the individual areas with special features (such as scars, tattoos, fungus). uM--you might wanna be sure you have some clothing before setting the nudity. Enjoy! -------------------------- Message 91 from *db-issues (#84): Date: Thu Mar 10 13:16:43 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: ARTICLES: The Final Chapter This is it my boosom buddies, the last time I shall plague you with new developments on the article front. Honestly, I think I finally have it right. I've brought the basic :dname/iname from JaysHouseMOO and modified it to my porpoises. Also added :dtitle/ititle. D means definite article, such as "the". I means indefinite article, such as "a" or "an". The real meat of this system, however, is in the pronoun-subs. Here are some examples, using an @otake_succeeded message for an object named "book". "%N % up %[tdname]." -> "Quinn picks up the book." "%N % up %[tiname]." -> "Quinn picks up a book." "%N % up %[tdname,enormous]." -> "Quinn picks up the enormous book." "%N % up %[tiname,enormous]." -> "Quinn picks up an enormous book." You might say, "But Quinn, why go to all that trouble in such specific cases? May as well just hardcode the articles!" And I would respond, after cursing at you, that it can be quite useful in some cases, especially those involving indefinite articles. Let's take a @look_place message, for example. You make a generic automobile and want this message to show that it is parked here. In this message, %N will be the car's sub, so we can use the simpler syntax of %(propname). @olook_place generic car is "%(inamec) is parked here." Here's how it would output for the following names: "car" -> "A car is parked here." "automobile" -> "An automobile is parked here." SEE? SEE HOW USEFUL IT IS?? I TOLD YOU! BWAHAHA! You all laughed! You called me MAD! But I've shown you! I've shown you ALL! BWAHAHAHA! -------------------------- Message 92 from *db-issues (#84): Date: Fri Mar 11 06:49:17 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: cleaning up I've obliterated all the old :aname/title verbs, hopefully ridding us forever of the rotten fruits of that fiasco. If I remember correctly (and I often do not), there were only two uses of $string_utils:a(name|title)_listc and I got them both. If you used %a in any of your messages, it will no longer sub. Sorry. Iname and Dname, however, will stay. At least I'm pretty sure. ;) -------------------------- Message 93 from *db-issues (#84): Date: Fri Mar 11 11:10:14 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: $english Added this as a repository for verbs and properties involving conjugation, pluralization, etc. -------------------------- Message 94 from *db-issues (#84): Date: Sat Mar 19 15:55:37 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: look #xxx I disabled $match_utils:match_environment matching on literal object numbers. Should hack object_match_failed for something better than "#2 does not exist", tho. -------------------------- Message 95 from *db-issues (#84): Date: Sat Mar 19 16:15:27 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: AltEmotionFo I've changed the [ command to do what ] used to do. ] no longer exists. It seems rather silly to have a [ command that could be simulated with a simple :[. Anyway, [ now spoofs something in brackets. A sister command '(' spoofs in parentheses. -------------------------- Message 96 from *db-issues (#84): Date: Sun Mar 20 14:44:53 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: emptyhanded_msg I set this to an empty string on $character, so we don't get so much "It is emptyhanded." noise. -------------------------- Message 97 from *db-issues (#84): Date: Sun Mar 20 14:49:26 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: New @dig Syntax @dig out-exit|back-exit to "New Room" with exitparent For example, '@dig north|south to closet with $door' would dig two doors to/from your current room from/to the new closet. Also, you no longer have to enclose a two-word name in quotes when you do a @dig. Ie: '@dig Aunt Bee Hive' will work instead of '@dig "Aunt Bee Hive"'. Bon Appetit! -------------------------- Message 98 from *db-issues (#84): Date: Tue Mar 22 23:04:50 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: @lock/@unlock I moved these two verbs from $builder to $player, so players can @lock and @unlock their stuff, allowing them a bit more creative leeway. -------------------------- Message 99 from *db-issues (#84): Date: Wed Mar 23 09:34:11 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: exit transparency Exits whose :transparency() returns a number greater than one can be looked through, showing the contents of the destination room. Actually, they aren't being looked 'through' (as per 'look through exit'), just looked at and the contents is revealed. -------------------------- Message 100 from *db-issues (#84): Date: Wed Mar 23 11:29:15 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: :transparency Greater than 0, that should be. -------------------------- Message 101 from *db-issues (#84): Date: Sat Mar 26 18:24:11 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: $value_editor This now exists, allowing players to edit complex values such as nested lists. I've tried to make the display as pretty as possible. Use '@value-edit obj.property' to dig the mod new scene. Groovie. -------------------------- Message 102 from *db-issues (#84): Date: Sat Mar 26 19:34:40 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: @sheathed I cleared the @sheathed message of the generic $wieldable, to cut down on silly repetitious sentences in ones description. -------------------------- Message 103 from *db-issues (#84): Date: Sat Mar 26 21:09:36 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: Messages I changed the messages on $thing and $container to use articled names. -------------------------- Message 104 from *db-issues (#84): Date: Tue Mar 29 20:10:22 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: $value_editor:display This verb is like 'print', but shows the names of all objects instead of raw object numbers. -------------------------- Message 105 from *db-issues (#84): Date: Thu Mar 31 18:52:48 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: articles I fixed it so that one can use articles when referring to an object, since that's how they're listed in most cases. Quicker to do it without articles, tho. -------------------------- Message 106 from *db-issues (#84): Date: Mon Apr 4 05:23:42 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: recompiled I recompiled the MOO with the following changes: #define FG_TICKS 40000 #define BG_TICKS 20000 #define FG_SECONDS 10 #define PATTERN_CACHE_SIZE 40 If you don't know what this means, don't worry. SMOOCH. -Q -------------------------- Message 107 from *db-issues (#84): Date: Wed Apr 6 00:46:42 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $root_class:tell_description This verb simply tells player the description of the object. It can be hacked instead of :look_self, for more control over the ordering of output. -------------------------- Message 108 from *db-issues (#84): Date: Wed Apr 6 01:10:58 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: consumables Added $food and $drink, both children of the generic consumable (#1153), a work still in progress. -------------------------- Message 109 from *db-issues (#84): Date: Wed Apr 27 05:02:05 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $string_utils:unbreak(list) Added this verb, which turns a list of lines into a list of paragraphs, correcting the bad habit (or technical necessity) of forced linebreaks. Both @qsend and @qedit now use it. Added this verb, which turns a list of lines into a list of paragraphs, correcting the bad habit (or technical necessity) of forced linebreaks. Both @qsend and @qedit now use it. -------------------------- Message 110 from *db-issues (#84): Date: Mon May 2 01:31:54 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: puppetstuff Fixed an old bug where puppets did not search for verbs on themselves. -------------------------- Message 111 from *db-issues (#84): Date: Mon May 9 09:24:11 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: Skrabble (#240) I added the 'draw-chance' verb to the scrabble board, which gives you a guestimation of the chance of drawing a certain tile from the bag. Doesn't do anything you couldn't do manually. Just does it faster. Also changed the format of 'onboard' and sped it up dramatically, adding some new internal methods. Enjoy. -------------------------- Message 112 from *db-issues (#84): Date: Wed May 11 04:24:16 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: @name You may use the '@name obj is newname' command to set an object's name without changing its aliases (other than adding that name, perhaps). Useful for a crude kinda manual 'morphing'. -------------------------- Message 113 from *db-issues (#84): Date: Wed May 11 10:29:06 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: checkpoint times Added the @last-checkpoint verb on $player, which shows the times and duration of the last database dump. -------------------------- Message 114 from *db-issues (#84): Date: Thu May 12 01:04:13 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $sys Added $sys, which is the System Object (#0). Basically for aesthetic reasons. It's prettier. SMOOCH. -------------------------- Message 115 from *db-issues (#84): Date: Sun May 15 03:19:43 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: Msg/Effect Protocols I've been pondering a protocol for messages that could possibly be events. Ie: If a message is *BOING* it is interpreted as a sound and broadcast as such an event. If it is |%N % from the other side.| then it is broadcast as a motion event. The operators, then, are ** and ||. They'll be used chiefly by :announce_messages when interpreting the message, but also by various rogue code. Anyway, it's out there for discussion if anyone would like to discuss. -------------------------- Message 116 from *db-issues (#84): Date: Sun May 15 03:57:39 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: throw through After some prodding from Razorhawk wanting to through PEOPLE through exits, I've added a verb that lets you throw just about anything. My first intention was to make it objects only, however, and you must be holding the throwee. Could be very nice for a future moment when you have a grenade you wanna get rid of, and the baddies just happen to be in the OTHER ROOM. clatter clatter clatter "Huh? Whazzat?" KABOOM! -------------------------- Message 117 from *db-issues (#84): Date: Sun May 15 04:02:32 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: throwing, cont'd See 'help $exit:throw_through_msg' for details on what each of the associated messages do, and which to use. -------------------------- Message 118 from *db-issues (#84): Date: Sun May 15 10:29:41 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: exit stuff Alright, I moved :throw and the new :block to the enhanced exit (#1194) and made it the default exit used when @digging. 'block exit' will prevent passage through the exit by anyone but yourself. More specialized blocking to come... -------------------------- Message 119 from *db-issues (#84): Date: Mon May 16 00:46:18 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: :improve Think I fixed another problem in improve where parent skills were not being improved. So THAT's why nobody's Melee has gone up... -------------------------- Message 120 from *db-issues (#84): Date: Mon May 16 00:56:24 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: *RPG I've added this list for RPG-specific discussions, in case the last announcement was lost in the crashes. -------------------------- Message 122 from *db-issues (#84): Date: Mon May 16 03:45:12 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: Exit blocking Grr. This needs work to take into account someone blocking ONE side of an exit, but not the other. It should be blocked from both sides. I'll work it out when I've a clearer head. -------------------------- Message 123 from *db-issues (#84): Date: Thu May 19 06:01:59 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: exit transparency A lot of exits are transparent when they shouldn't be, such as the down trapdoor in the roundroom, the helipad above, and probably a lot more. If you catch one of yours that should not allow through-looking, do: @set exit.transparency to 0. Thanks! -------------------------- Message 124 from *db-issues (#84): Date: Sat May 21 04:50:06 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: AHaB Both $ahab and $reactor are now fertile. I thought I'd done that some time ago, but I guess it was lost in a crash. No help on them yet. Sorry. -------------------------- Message 126 from *db-issues (#84): Date: Sat May 21 05:01:28 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: join & obviousness Join/Walk no longer allow players to automatically walk through unobvious exits. Thanks to Razorhawk and Gray for pointing this out to me. Of course if you DO know the unobvious exit is there, this will be something of a pain in the ass to you, unless the exit tracks 'knowledgeable' people itself. You'll just have to walk manually, or 'go' there. -------------------------- Message 127 from *db-issues (#84): Date: Mon May 23 19:12:52 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: changes to $sys checkpoint verbs I've added three messages to wiz_utils, after removing the hardcoded ones in the $sys checkpoint methods. These inform everyone when a checkpoint has begun, when it finishes, and if it fails. It doesn't seem to be announcing a finished checkpoint, though. I'll look into that. See NEWS for more info. -------------------------- Message 128 from *db-issues (#84): Date: Fri May 27 20:11:23 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $room:release/releasable I removed this verb and the call to it in $room:exitfunc. It was a hack which belongs in the server. -------------------------- Message 129 from *db-issues (#84): Date: Fri May 27 20:20:31 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $prog:@copy-move Added this command, which first copies a verb to a destination, then removes it from the source. Enjoy! -------------------------- Message 130 from *db-issues (#84): Date: Mon May 30 01:13:48 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $exit:oarrive/oleave I've hacked these verbs to check for a verb of the same name on the object using the exit. THis will allow non-standard creatures a standard way of moving around. Mainly brought about by the many inconsistencies of Feckbar's Roving Eyeball. -------------------------- Message 131 from *db-issues (#84): Date: Mon May 30 18:03:57 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: page I've fixed page to correctly support several of the tiny styles of paging, including 'page who=:snuggles you.' etcetera... -------------------------- Message 132 from *db-issues (#84): Date: Mon May 30 18:57:41 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $body_area Added this, pointing to the generic body area. -------------------------- Message 133 from *db-issues (#84): Date: Thu Jun 2 17:59:50 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: stuff Think I fixed the Scrabble exits; will no longer show unconnected people as playing in dest room. All kids of $tangible now have their descriptions run through pronoun_sub. Fixed a bug whereby ordinal matching was way off, matching if the given string existed ANYWHERE in the name, not just as a prefix. -------------------------- Message 134 from *db-issues (#84): Date: Fri Jun 3 02:41:54 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: following Following should be fixed. A series of typos and omissions from a recent restructuring. -------------------------- Message 135 from *db-issues (#84): Date: Sat Jun 4 18:10:13 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: seconds I've increased the foreground seconds limit from 10 to 15, and background seconds limit from 3 to 8. This should hopefully cut down on the number of 'Task Ran Out Of Seconds' tracebacks, tho it isn't solution. -------------------------- Message 136 from *db-issues (#84): Date: Sat Jun 4 18:52:46 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: blocking Fixed a lot of shit with the blocking mechanism. It now checks BOTH sides for possible blockers, and the string of who is blocking the exit reflects on which side they are located. -------------------------- Message 137 from *db-issues (#84): Date: Sun Jun 5 14:20:56 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: @paste Fixed a bug in @paste whereby a paste was being shouted to the whole MOO. Oopsie. -------------------------- Message 138 from *db-issues (#84): Date: Sun Jun 5 14:22:35 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: @set I've modified this verb to try several methods of setting the property. It first checks for a ';object:set_propname(val)' verb, then a straight ';object.propname = val', then finally an ';object:set_property_value(propname, val)'. -------------------------- Message 139 from *db-issues (#84): Date: Mon Jun 6 01:12:21 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $match_utils:object_match_failed Added this verb, which is like that $command_utils, but accepts an extra arg of ambiguous matches, and prints informative messages for these ambiguous cases. Will try to adapt old code to use this. -------------------------- Message 140 from *db-issues (#84): Date: Mon Jun 6 14:24:18 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $math_utils:to_percentage Added this. -------------------------- Message 141 from *db-issues (#84): Date: Mon Jun 6 17:46:07 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $trust_db $trust_db is the generic trusted action db. Each has properties for every player, containing who they trust to perform the action governed by the database. I bungled in the changeover, so you'll have to re-trust anyone you'd trusted before. GM's are automatically trusted, and puppets automatically trust their shapers. -------------------------- Message 142 from *db-issues (#84): Date: Mon Jun 6 18:26:51 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: trust help Added 'help trust' and associated topics. -------------------------- Message 143 from *db-issues (#84): Date: Mon Jun 6 22:32:52 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: @chown Have added this verb, '@chown any to anyone' for player use. Can only chown to people who trust you to "chown to" them, can only chown objects that are yours, or those of someone you have been trusted to "chown from". Cannot chown objects with verbs, properties, or children. Will work on a programmer interface in due time. -------------------------- Message 144 from *db-issues (#84): Date: Tue Jun 7 00:25:06 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $exit:dest(what) Added this verb to $exit. Given the single optional arg of what is passing through the exit, return the destination location. Should probably only be used on rare occasions. -------------------------- Message 145 from *db-issues (#84): Date: Tue Jun 7 16:27:49 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $exit:dnamec I have this return "above" for exits named "up", and "below" for exits named "down". If it seems to be causing problems, lemme know. -------------------------- Message 146 from *db-issues (#84): Date: Tue Jun 7 22:46:22 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: @olook Renamed this message to @owatched, and added @watched. Same purpose. First prints to the room when someone looks at something, other prints to the object being looks at. Performs a rather nonsensical perception check now. Will refine later. -------------------------- Message 147 from *db-issues (#84): Date: Tue Jun 7 22:59:14 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: btw... All @olook messages were changed to @owatched. -------------------------- Message 148 from *db-issues (#84): Date: Wed Jun 8 13:00:05 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: puppet go home Hacked the $puppet's :go_home verb to move them through an exit if their home is an exit, and through an entrance leading into their home if their home is a room with entrances. If that last manuever fails, move 'em straight home. -------------------------- Message 149 from *db-issues (#84): Date: Wed Jun 8 22:44:23 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: :*_match_failed I've moved the :player/object_match_failed verbs on $command_utils to $Match_utils. The :object_Match_failed now accepts a third argument--the list of objects being matched--so it may more informatively report ambiguous matches. Made some cosmetic changes to $character:give, and made it call the abovementioned new object_match_failed. -------------------------- Message 150 from *db-issues (#84): Date: Wed Jun 8 23:47:55 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: dress/strip Dressing and stripping should be working okay now. See 'help trust' for information on how to trust someone. -------------------------- Message 151 from *db-issues (#84): Date: Thu Jun 9 01:19:20 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $root Added the $root global, just cuz I got sick of the redundance of $root_class. Of course it's a CLASS, for crissakes! -------------------------- Message 152 from *db-issues (#84): Date: Thu Jun 9 01:23:27 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: :is_readable_by This no longer checks the r bit on the object, cuz that may give away a bit too much info. -------------------------- Message 153 from *db-issues (#84): Date: Fri Jun 10 03:02:04 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $root:is_local_to(what) Added this verb, which returns true if what is in the vacinity of an object, or vice versa. -------------------------- Message 154 from *db-issues (#84): Date: Fri Jun 10 04:28:19 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $sys:is_global(obj) Added verb as in subject, returning the property name referencing the given object, if any. -------------------------- Message 155 from *db-issues (#84): Date: Fri Jun 10 04:37:50 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: misc Added $collective as a global dbref. Spiffed up @code a bit so it outputs a global name if the object has one. Ie: '@verb $obj:foo' instead of '@verb #xxx:foo'. -------------------------- Message 156 from *db-issues (#84): Date: Fri Jun 10 04:56:22 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $string_utils:aliases_from_name(str) Added this verb. See help to see what it does. Useful for naming self-propagating generics. -------------------------- Message 157 from *db-issues (#84): Date: Fri Jun 10 05:37:39 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $room:look Hacked look to work with the new improved ambiguous and failed match error messages. Dig it, cats. -------------------------- Message 158 from *db-issues (#84): Date: Fri Jun 10 23:06:03 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: trusts GM are no longer completely trusted by default. Was a bit too insecure for my tastes. You can, however, still control things you own or have write-permission on. -------------------------- Message 159 from *db-issues (#84): Date: Fri Jun 17 04:01:25 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $bf Added this utility object, which is basically just a repository for all the builtin functions, !d'd. I made it originally to jibe with a MOO-wide multiple ownership scheme, but that's on hold til I work out some security matters. -------------------------- Message 160 from *db-issues (#84): Date: Sun Jun 19 18:09:53 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: .responsible I got rid of this whole thing. It's really rather useless in its current state on this kind of mud, and was taking up a lot of space. -------------------------- Message 161 from *db-issues (#84): Date: Wed Jun 29 18:55:32 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: QUIT Added this as an alias for @quit. If you're in an editor, only the UPPER CASE version will disconnect you. Otherwise, the editor's quit verb (or any 'quit' verb defined on your location) will be called. @quit is still the preferred method for disconnection. -------------------------- Message 162 from *db-issues (#84): Date: Wed Jun 29 21:34:17 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: @qsend/@qedit Dunno if I posted this before: @qsend no longer runs text through $string_utils:unbreak. That was doing some unsatisfactory things with justly pre-formatted text. @qedit doesn't use :unbreak unless you '@qedit obj.prop as unbroken'. -------------------------- Message 163 from *db-issues (#84): Date: Sat Jul 2 03:03:50 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: blocking Fixed it so unconscious or unconnected people aren't really blocking an exit. -------------------------- Message 164 from *db-issues (#84): Date: Tue Jul 5 00:09:52 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $room:broadcast_* I've changed this verb's name to :broadcast_EVENT_*, to make it jibe with the other :*_event_* verbs. Grepped through the db and changed all occurences accordingly. -------------------------- Message 165 from *db-issues (#84): Date: Tue Jul 5 01:53:10 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: %N/%n and the like These subs (%d, %t, etc, as well) now return the object's :NAME, and not its :title. Should not cause any major trouble, and should make combat a lot less noisy, and maybe a little quicker internally. I think the original reasoning for making them return title was because they needed SOMETHING to return that verb's value, and there was no way to handle a verb in the old pronoun_sub. I may be wrong. But regardless; there it is. Smooch. -------------------------- Message 166 from *db-issues (#84): Date: Tue Jul 5 02:27:28 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: #217:[ and ( These verbs on the Extended Emotion Fo now check the last char in argstr, so a ] or ) is not duplicated. -------------------------- Message 167 from *db-issues (#84): Date: Tue Jul 5 03:57:31 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: #1704 Added new feature for GMs; only one verb as of now. :gate opens a portal from your current location to a specified destination. See 'help #1704' for info. -------------------------- Message 168 from *db-issues (#84): Date: Wed Jul 6 02:19:54 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: When to use :title The :title verb should be used in "static" messages; those in which no real action is taking place. Examples are those for integration and those on furniture. The verb shows informational data, which you don't want to see repeatedly (as in combat messages). To use :title in a pronoun-subbed message, you must now specify it as you used to do :name, with %(title) or %(titlec) for 'player' subs, and %[dtitle], %[ititlec], etc for other subs. I've recently hacked :title to provide the parenthetical (IC) tag for those playing 'in-character'. Might switch this so that (OOC) is what's shown, once we get going with regular campaigns. -------------------------- Message 169 from *db-issues (#84): Date: Fri Jul 8 01:17:02 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: @set-home I've added $puppet:@set-home. Should probably use this instead of '@set puppet.home to room', since @set-home gives more informative error messages. Will consider hacking @set to check for such verbs. -------------------------- Message 170 from *db-issues (#84): Date: Thu Jul 21 05:01:07 1994 CDT From: Quinn (#2) To: *db-issues (#84) I changed remote-emote to show the sender what e sent. Do a '+me smiles' to see what I mean. Ardrian suggested I show paged text in the page-echo messages, but to make that standard we'd have to ditch personalized page-echoes altogether. I wouldn't mind this, but thought I'd ask for...Comments? -Quinn -------------------------- Message 171 from *db-issues (#84): Date: Thu Jul 21 13:51:47 1994 CDT From: Stalinger (#657) To: *db-issues (#84) Subject: changing remote-emote/page That seems reasonable, since paging should only be in an OOC context and shouldn't be as common as IC forms of communication. -Stal -------------------------- Message 173 from *db-issues (#84): Date: Fri Jul 22 04:29:05 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: page-echoes, etc $text in a page_echo now substitutes to the original text paged to that player. Right now I'll ask everyone to voluntarily use it in their messages. Don't wanna be fascist about it as long as I'm keeping page_echoes. oH: The default DOES use it. -------------------------- Message 174 from *db-issues (#84): Date: Sun Jul 24 05:53:36 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $sys:is_global I've removed this verb and placed it on the new $core_utils:is_global_object, along with an :all_globals which returns a two-element list of all readable properties on $sys and their associated values. -------------------------- Message 175 from *db-issues (#84): Date: Wed Aug 10 13:10:32 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $character:idle/connected_seconds Added these verbs, which will eventually be used to more accurately fake puppet connections. BWAHAHA. Should perhaps make another $connected class below $character... -------------------------- Message 176 from *db-issues (#84): Date: Tue Aug 16 20:22:06 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: who Added the lower-case 'who' (or 'localwho') command at Shardin's request, which simply shows all characters in the room, their genders and idle times. Useful to prevent one from talking to someone who isn't there. Hee. -------------------------- Message 177 from *db-issues (#84): Date: Wed Aug 24 23:39:52 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: Sense-O-Rama! I've added the following to $tangible: ("verb -> message" pairs) :smell_self -> @aroma :taste_self -> @taste :feel_self -> @texture :hear_self -> @sound LambdaCore (and the server itself) are very much grounded in the VISUAL. It will be very difficult to fully integrate a pansensual environment. But I'll give it a whack. ;) -Quinn -------------------------- Message 178 from *db-issues (#84): Date: Fri Aug 26 01:39:43 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: throwing objects Thanks to a gem of an idear by Dylan, all $things are now THROWABLE! Not only can you toss things through exits, but you can also DODGE and CATCH them. Programmers: Define a :strike_object(object_struck) verb if you want an object (say, a grenade) to do something when it hits. Add a :struck_by_object(striking_object) if you want a surface/object to react when struck. -Quinn -------------------------- Message 179 from *db-issues (#84): Date: Fri Aug 26 01:39:47 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: locality Instead of directly accessing the 'location' property in your code, please start using the following verbs: ;THING:is_local_to(OBJECT) Returns true if OBJECT is in THING, THING is in OBJECT, or if OBJECT is in the same location as THING. ;CHARACTER:is_holding(OBJECT) Returns true if OBJECT is being held by CHARACTER. Right now, this means just being in CHARACTER's contents, but in the future, one will probably have to actually _hold_ things such as weapons in order to manipulate them. Again, please use these verbs when possible. Thanks! -Quinn -------------------------- Message 180 from *db-issues (#84): Date: Fri Aug 26 02:00:54 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: throwing Notice there are catch and dodge messages, but no throw messages. The reasoning for this is so I can manually insert the verb choice and preposition into the message. Should probably have that as a sub for pronoun_sub. Hmm... -------------------------- Message 181 from *db-issues (#84): Date: Fri Aug 26 04:40:00 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $room:@chain This verb will allow you to attach certain objects to rooms, such that when someone attempts to walk out with them they are yanked back. See 'help @chain' for details. -------------------------- Message 182 from *db-issues (#84): Date: Fri Aug 26 04:43:54 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: More on @chain BTW: The only message really required in all this is @default_oyanked on the room, when conjugated correctly. Do '@defauly_oyanked here is' to see what the current one is, and build on that. You may also add yanked/oyanked_msg properties and/or verbs on specific objects. The verbs will be passed the person stealing the object, and the location to which it's yanked back. -------------------------- Message 183 from *db-issues (#84): Date: Sat Aug 27 20:00:05 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: portable rooms I have created the generic located room (#1726) and a child, the generic portable room (#1769). Gray prompted me into this fit of creation, asking for "tents". I haven't created a generic tent yet, but it's really nothing more than creatign a kid of the generic portable and setting appropriate messages. Be prepared for masses of squatters everywhere! Thanks for the great idea, Gray! -------------------------- Message 184 from *db-issues (#84): Date: Mon Aug 29 06:33:55 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: misc/announce Added $room:audience_for_event(type, @event-args), which returns who is listening to an event of the given type. Added $root:announce_to(text, original-excluded) which basically just checks if you should be announced to, and then does so. The second arg is the first arg to :announce_all_but. All this in preparation for vehicles and other containing objects that need to relay sound to their contents. -------------------------- Message 185 from *db-issues (#84): Date: Mon Aug 29 07:16:23 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: matching I'm doing a massive overhaul on the matching system, so if you get any weird behaviour, objects that don't match correctly, tracebacks, etc, please relay full details to me. Strange and wonderful things are coming... -------------------------- Message 186 from *db-issues (#84): Date: Mon Aug 29 23:08:14 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: Prog Advice Always use character:room_announce*_all_but() instead of guessing with a call to character.location:announce*_all_but. The :room_* verb will correctly find where to announce and do so. In cases which you want to know what ROOM a player is in, not just their "location", use player:room(). This will return the first descendant of $room in which they are located. Note this will come in handy when people start wandering around, riding camels in which they are located, but are actually in the CAMEL's location, for VR purposes. Always use who:is_local_to(what) instead of location checks, and always use who:is_holding(what) instead of contents or location checks. These verbs are far more knowledgable than any location guessing you could do, and centralize location checking. I'll post something on the new matching when I'm finished. Basic advice is: When you want to match something in a player's environment, use who:my_match_object(string). -Quinn -------------------------- Message 187 from *db-issues (#84): Date: Wed Aug 31 00:00:35 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: new help I've added help for 'clothing', 'clothing-messages', and 'nudity'. -------------------------- Message 188 from *db-issues (#84): Date: Wed Aug 31 00:30:40 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: more help Augmented 'help movement' to point to following, walking, etc. -------------------------- Message 189 from *db-issues (#84): Date: Wed Aug 31 04:23:38 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $room:occupants Added this verb, which returns a list of characters in the room. -------------------------- Message 190 from *db-issues (#84): Date: Wed Aug 31 04:28:59 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: speaking of which... If you want to programmatically know if someone is a character, a living being as far as the MOO is concerned, use $rpg:is_character(object). This does a quick check for the "ic" property, the existence which should mean the object is descended from $character. -------------------------- Message 191 from *db-issues (#84): Date: Sun Sep 4 07:24:51 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $string_utils:english_encrypt(str) Send it a line of text, it returns that text with vowels transposed with random replacements, and the same with consonants. -------------------------- Message 192 from *db-issues (#84): Date: Sun Sep 4 07:29:14 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: gibberish Added $char:gib. Typing 'gib ' will speak the given text after running it through $string_utils:english_encrypt. Usage could be forced for curses later on, or simple drunken-ness. -------------------------- Message 193 from *db-issues (#84): Date: Fri Sep 9 02:10:05 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: @mood I've added "mood" to many objects. The "mood" property holds a list of strings which are periodically announced to the room in which the object is contained. See 'help mood' for more info. -------------------------- Message 194 from *db-issues (#84): Date: Fri Sep 9 04:32:36 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: :invokable_directions(who) I added this verb to the generic terrain room. It returns a list of strings, directions in which who can travel. This little trick required for wanderers to work well in the coordinate grids. And now they do. -------------------------- Message 195 from *db-issues (#84): Date: Tue Sep 13 06:03:44 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $ahab:my_huh I added this verb, which will effectively have AHaB reactors serve the dual purpose of feature objects. The bartender reactor (#1069) is the only one that uses it so far (:mix). -------------------------- Message 196 from *db-issues (#84): Date: Wed Sep 14 13:42:14 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: ANSI We now support limited ANSI emulation, particularly the display mode commands such as bold and flashing print. See 'help @ansi' for full info and warnings. On a related note, I've gutted the old @mail-options, @edit-options, ad nauseum system in favour of a new '@options' command. Type it alone to see what options are available, and use '@options ' to display them. Anyway, the relation of that note is the new display options. @options display +bold_rooms (Will show room names in bold print, when ANSI is activated) @options display !bold_rooms (Turns it off) @options display +bold_exits (Will exit names in :tell_exits in bold print, when ANSI is activated) @options display !bold_exits (Turns it off) Enjoy! -------------------------- Message 197 from *db-issues (#84): Date: Wed Sep 21 04:44:58 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: ANSI I moved all the ANSI stuff to $emu, which may eventually contain support for other emulations. All this is wiz-only, so I'm only posting programmatical details for posterity's sake. I also added colour codes. See '@ansi tokens' for a full list of tokens and the codes into which translate. -------------------------- Message 198 from *db-issues (#84): Date: Wed Sep 21 04:48:54 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: following Hacked it so the following list is cleared at disfunc UNLESS the disconnection resulted from a client break. -------------------------- Message 199 from *db-issues (#84): Date: Thu Sep 22 06:22:14 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: trust Hacked trust so people can perform any virtual action on an unconscious person. The moral here is: Don't sleep in the open lest ye wake nekkid. -------------------------- Message 200 from *db-issues (#84): Date: Thu Sep 22 06:28:14 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: take from You can now 'take/grab/swipe something from someone'. Someone must either trust you, or be unconscious. -------------------------- Message 201 from *db-issues (#84): Date: Fri Sep 30 11:26:26 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: comms I'm making some changes to the communicators. You must now know a comm's call-number in order to call someone. This will promote a lil more reality by requiring you to give people your comm number in order for them to reach you. The comm number is etched into the communicator, and can be seen by looking at it. Many messages have also been changed, allowing much more versatility in how you'd like your comm to be represented. See `@messages comm` for a list of them. I switched over 'output_prefix' to the new 'output_format', and 'ringing' to the new 'incoming' (Dylan, for example, had his comm just flash a light when a call was coming in; this now actually looks good). The comms are now set up to have several channels active at once, but you can only SPEAK on the first one, and if you hangup, you hangup on ALL open channels. I'll be ironing out those wrinkles as time goes by. The hangup action may stay the same, but the 'active speaking channel' thingie will most certainly be choosable. Also working on volume control...stay tuned. -------------------------- Message 202 from *db-issues (#84): Date: Fri Sep 30 16:41:20 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $char:set_my Added this verb, which allows characters to specify soemthing they'd like set with the `@my foo is bar` syntax. (really just for my use, but am posting for record) -------------------------- Message 203 from *db-issues (#84): Date: Sun Oct 16 18:37:31 1994 CDT From: Quinn (#2) To: *db-issues (#84) Subject: desc OK--I think i fixed a lot of messy things about the way descriptions are displayed. Clothing is now BEFORE integrated contents, and blank descs no longer print a blank line. -------------------------- Message 204 from *db-issues (#84): Date: Thu Nov 3 14:30:09 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: $room:announce_mood If a room mood has a %N or %D in it, it is run through say action. So, these should be properly marked up for verb conjugations and such. -------------------------- Message 205 from *db-issues (#84): Date: Fri Nov 4 03:29:09 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: #217:` Made it so you can now do: `tom,dick,harry Hello! And see: Quinn [to Tom, Dick, and Harry]: Hello! -------------------------- Message 206 from *db-issues (#84): Date: Fri Nov 4 22:21:11 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: rooms If you find things not moving into rooms as you'd like them, try using: #ROOM:bless_for_entry(#WHAT); #WHAT:moveto(#ROOM); All GMs have been approved to use the bless_for_entry verb. All it does is circumvent locks on a room (or maybe just free_entry; but I know at least free_entry) so you can move something in. It's what $exits use. This was the problem with the new corpses not being moved to a player's place of death: The room had to be blessed (heh). -------------------------- Message 207 from *db-issues (#84): Date: Tue Nov 15 03:21:37 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: $char:abandon unfollow lose ditch The above command will stop following the direct object if you are following em, and remove them from your following list if they are following you. Prints messages to the room and all involved if you stop following someone, otherwise just prints a message to you to avoid hurt feelings when you 'ditch' someone. Heh. The wording of the latter message suggests there's some kind of skill check involved to lose someone. Maybe there will be in the future, but right now your just removed from eir following list. -------------------------- Message 208 from *db-issues (#84): Date: Tue Nov 15 23:13:46 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: help Verb help for non-progs has been fixed, through $generic_help:verbdoc. -------------------------- Message 209 from *db-issues (#84): Date: Wed Nov 16 07:27:06 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: #129:@locs Added @locs to the Programmer FO, which displays the recursive locations of a given object. There's already a @locations on $builder. Might remove it. -------------------------- Message 210 from *db-issues (#84): Date: Fri Nov 18 04:43:23 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: $root:is_unique Returns true if the object is a developed as opposed to a naked child of some other object. This has immediate relevance to characters, as will be explained in *RPG. -------------------------- Message 211 from *db-issues (#84): Date: Sat Nov 19 07:09:43 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: $code_utils:call_verb Added this, which does a basic !d verb call and returns the result. Better used instead of making your whole verb !d. Also added $code_utils:get_prop*erty_value() which is the same idea. -------------------------- Message 212 from *db-issues (#84): Date: Sat Nov 19 07:12:25 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: :was_moved(old, new) If this verb exists, the standard move verbs will use its result as a gauge of whether the object made it or not, rather than checking its location. This primarily to fix collectives. -------------------------- Message 213 from *db-issues (#84): Date: Sat Nov 19 07:29:51 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: @spawn See `help @spawn` for details. Like @create, but without the namespecs. -------------------------- Message 214 from *db-issues (#84): Date: Sat Nov 19 07:54:47 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: $english:degenericize Added this, which basically gets rid of 'generic' or 'prototype' in certain parts of a name. $root:spawned_name/aliases uses it. -------------------------- Message 215 from *db-issues (#84): Date: Sat Nov 19 18:17:58 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: @locks/matching Fixed a nasty bug wherein matching didn't work correctly during the @lock sequence, because $char:my_match_object wasn't supplying an :env when none was given. -------------------------- Message 216 from *db-issues (#84): Date: Sat Nov 19 19:20:57 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: @chain obj to here Wanted to remind everyone to use `@chain obj to here` if they want to keep an object inside a room while still allowing it to be picked up. I did so to all the library books. -------------------------- Message 217 from *db-issues (#84): Date: Sat Nov 19 19:23:42 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: furniture Made it so what is on/in a piece of furniture iks shown in its room integration message. -------------------------- Message 218 from *db-issues (#84): Date: Mon Nov 21 02:17:38 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: @request Added a @request verb to $player so that all players can request alternate characters. Maybe I should take it outta quota. Anyway, use @alternates to list yours. -------------------------- Message 219 from *db-issues (#84): Date: Mon Nov 21 02:22:39 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: $alt_player_db Oh, I added $alt_player_db to handle all the alternate character stuff. It isn't really a database (all info is stored in .alt_info on $player), but it may be someday. -------------------------- Message 220 from *db-issues (#84): Date: Mon Nov 21 05:40:00 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: tt Added the `tt` (table-talk) command to $character at the behest of Razorhawk. It allows you to say or emote something only to those on the same furniture as yourself. Same general syntax as the `ooc` command. -------------------------- Message 221 from *db-issues (#84): Date: Mon Nov 21 07:30:39 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: gps GPS Units will now map non-terrain, non-zonelinked rooms according to exits; it's a sorta proximity map. Shows ALL exits, including !obvious. It's really pretty cool. :) -------------------------- Message 222 from *db-issues (#84): Date: Mon Nov 21 07:37:10 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: puppet, do blah You can now command a puppet in the syntax above without it being in your puppets list. Just provide either its name if local, or an object number otherwise (for GMs). -------------------------- Message 223 from *db-issues (#84): Date: Tue Nov 22 23:49:26 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: $room:tell_contents I modified ctype==0 to display contents in columns, width permitting, just like with `inventory`. Should probably make a :smart_columnize that does this. -------------------------- Message 224 from *db-issues (#84): Date: Wed Nov 23 18:24:57 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: free_entry The following values are recognized for the free_entry property on $room: 1 -- Anyone can teleport in. NOT ADVISABLE except for public homes. 0 -- Only walkers can get in. $gm -- All GM-initiated moves are allowed. Change it by doing `@set #your_room.free_entry to ONE_OF_THE_ABOVE`. -------------------------- Message 225 from *db-issues (#84): Date: Fri Nov 25 06:53:44 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: terrain rooms Fixed it so the insta-rooms aren't recycled if you go into an editor. This will cause trouble if you go into an editor and don't `quit` out but just fly off somewhere else. Hopefully not many will do that. But if they do, the room will be recycled when next someone walks in and out of it. -------------------------- Message 226 from *db-issues (#84): Date: Sun Nov 27 21:19:34 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: @options display Type `@options display` to see what options you have available for ANSI display customization. Each can be either a flag (ie: +bold_rooms) or it can be a string showing how you want room or exit names to appear (bold_room="~~!~~G%N~~0", which will show them in bold green). It really brightens things up, though also fucks up your line-wrapping if you're using it. -------------------------- Message 227 from *db-issues (#84): Date: Tue Nov 29 23:35:05 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: checkpoint freq I have us dumping every HOUR now instead of every 90 minutes. Goddamned admins. I wish they'd make up their fucking minds what they wanna do with us. I guess we need a *social list for this kinda stuff. -------------------------- Message 228 from *db-issues (#84): Date: Sun Dec 4 17:32:01 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: alts/writability Made it so a character has write permission on all eir alternates. Write permission in this sense usually only works for RPG stuff, though. -------------------------- Message 229 from *db-issues (#84): Date: Mon Dec 5 02:31:54 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: #129:@locs This verb now accepts `@locs ;eval_returning_list` so you can do, for example, `@locs ;children(#325)` to see the locations of all slisssh. -------------------------- Message 230 from *db-issues (#84): Date: Tue Dec 6 03:43:29 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: $root:sub_name*c Added this new verb, for which %N is subbed in all messages through $string_utils:pronoun_sub(). It points to :name*c by default. Added $char:sub_name*c which returns :iname*c if the .use_article PROPERTY is set true. This means our combat messages will be more grammatically correct. -------------------------- Message 231 from *db-issues (#84): Date: Tue Dec 6 14:55:35 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: misc Fixed strip so the stripped clothing is moved into the stripper. Fixed some old messages on $furniture and $clothing to use :dname(). Snazzed up the replicator to require it be closed before working. Also modularized its insides and updated messages to use :dname() where applicable. May require that it be empty for creation. -------------------------- Message 232 from *db-issues (#84): Date: Wed Dec 7 02:24:04 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: $player:@time Added this command, showing current time in your timezone as set by the timezone message. -------------------------- Message 233 from *db-issues (#84): Date: Sun Dec 11 07:15:02 1994 CST From: Quinn (#2) To: *db-issues (#84) Subject: @options Hacked $generic_options:get() to check for a .default_OPTION-NAME property containing the default value for the given option. Added display option 'exit_sentence' which toggles between an english list of exits, and the more readable one-on-a-line. -------------------------- Message 234 from *db-issues (#84): Date: Mon Jan 2 00:16:27 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: pronoun_sub Fixed pronoun_sub to properly conjugate verbs for lists of objects. So, furniture messages and the new multi-page messages will work without a hitch. -------------------------- Message 235 from *db-issues (#84): Date: Mon Jan 2 04:03:42 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: multi-page I've fixed page, ' and + to all work with multiple recipients: '"user_1 user_2 user_etc" message +"user_1 user_2 user_etc" message page "user_1 user_2 user_etc" message page "user_1 user_2 user_etc" with message page user_1 user_2 user_etc with message page user_1 user_2 user_etc=message Whew. Took plenty of hacking to make it so robust. Hopefully there aren't any little parsing bugs; do report to *bugs if so. -Quinn -------------------------- Message 236 from *db-issues (#84): Date: Mon Jan 2 04:13:51 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: $player:whereis Hacked this to use the :who_location_msg of each player, instead of just its name. -------------------------- Message 237 from *db-issues (#84): Date: Mon Jan 2 04:20:32 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: WHO I removed the OnFor column from WHO. I think DAK suggested this. It isn't critical knowledge, and frees up 6 more characters for the @tag message. -------------------------- Message 238 from *db-issues (#84): Date: Sun Jan 15 04:51:03 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: ordinal matching Now, in addition to "third foo" and "3rd foo", you can say "3.foo" to match an ambiguous "foo", as is done in DikyMUDs. Enjoy. -------------------------- Message 239 from *db-issues (#84): Date: Thu Jan 19 13:31:57 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: @beep Added this a few nights ago. Simple verb which sends a chr(7) (a "beep") to the terminal of a given user. Allows optional iobjstr message. -------------------------- Message 240 from *db-issues (#84): Date: Tue Jan 24 23:39:16 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: $exit:is_writable_by Exits are now writable by their othersides. -------------------------- Message 241 from *db-issues (#84): Date: Sun Jan 29 02:15:37 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: help #1715 I've added a little help to the generic coordinate zone (#1715). The help for the terrain room (#1602), however, is not done. -------------------------- Message 242 from *db-issues (#84): Date: Sun Jan 29 22:32:10 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: $door Fixed the $door:set_opened E_MAXREC error. Don't know why it didn't pop up earlier... -------------------------- Message 243 from *db-issues (#84): Date: Wed Feb 1 05:12:26 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: $string_utils:smart_columnize Added this method, which will columnize lines depending on their lengths, and not some standard passed value. Kinda like what `inventory` does, but you can specify the maximum columns. Made $room and $char :tell_contents and $char:i use this new method. -------------------------- Message 244 from *db-issues (#84): Date: Thu Feb 2 16:46:42 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: containers Thanks to constant needling by Razorhawk, Gray, Biocide, et al, I fixed not ONLY the generic replicator, but ALL $containers to open and close automatically when you attempt to get something from or put something in them. Nice easy hack which greatly eases inventory management. Thanks again for bugging me, folks. Sometimes it DOES work. ;) -------------------------- Message 245 from *db-issues (#84): Date: Thu Feb 16 01:51:24 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: help Changed `help @create` for players to point to replicators, modified `help communication` and added `help stage`. -------------------------- Message 246 from *db-issues (#84): Date: Sat Feb 25 22:12:42 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: finger I've added the `finger` command, which allows you to obtain personal information on individual players. It's all very similiar to the UNIX command of the same name, and will all be explained in the under-construction `game finger`. E-mail and connection-site information is restricted from everyone but myself. I may allow for "privacy" @options later. Location, idle seconds, and connected seconds are shown only if you are signed in via the Round Room. You may now `@edit me.plan` to change what shows up in the 'Plan' portion of your finger data. Enjoy, but don't go too overboard on your plan right now. Remember that we're still tight on DB size, so keep it brief until we're out of danger. -Quinn -------------------------- Message 247 from *db-issues (#84): Date: Sun Feb 26 03:21:08 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: whereis Hacked the [@]whereis command to be sorted by location. Makes it much easier to find out where everyone is. -------------------------- Message 248 from *db-issues (#84): Date: Sun Feb 26 04:11:29 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: prepositions When writing verbs which access prepositions on gendered objects, use the appropriate VERB rather than the property. For example, use this:pp() rather than this.pp. Better, just use $string_utils:pronoun_sub. I'm switching genders over to an object-based system, and this is in preparation for that change. -------------------------- Message 249 from *db-issues (#84): Date: Sun Feb 26 09:10:15 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: Gender! I have made a major change to how gender works, programmatically. Now, all gender information is stored on OBJECTS (children of $gender), rather than properties on the characte and $gender_utils. As a consequence, the "gender" property is now a dbref rather than a string, and all of the prepositon properties ("pp", "ps", "psc", etc) have been removed. Two new verbs have been added to describe a character's gender: :gender_adj() -> "male", "female", etc :gender_noun() -> "man", "woman", etc Currently, those two examples are the only ones that matter. Everything else returns same for both. All prepositions must now be referenced by their VERBS. Ie, instead of using "this.pp" in a verb, you must use "this:pp()". By deleting those ten prepositon properties, I have reclaimed the space used by the pronoun-strings in all 600+ descendants of the $gendered object. By changing the "gender" value from a string to an object, I've reclaimed pretty much the length of all the gender strings of all those 600+ kids. I'm going to shutdown and restart after I post this message to see how much space we've actually regained by this move. It may be nothing, since the new verbs (and this message, heh) to support the system take up space. But it is a very positive move away from the archaic way gender used to be handled, and will make for some interesting changes. First change: new "unknown" gender made specifically for Dryn, but available to all. Enjoy! -Quinn -------------------------- Message 250 from *db-issues (#84): Date: Tue Feb 28 00:39:32 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: carrying, guests Added a $char:who_location_msg so carried players show up correctly in 'whereis'. Fixed $guest:description to not traceback when unconnect guests are viewed. -------------------------- Message 252 from *db-issues (#84): Date: Tue Feb 28 01:03:03 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: @chained REALLY fixed @chained this time. -------------------------- Message 253 from *db-issues (#84): Date: Tue Feb 28 02:12:01 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: $char:features Added this verb, which automatically adds in certain features as gleaned from the $command_utils:standard_features() verb. This will eliminate the hassle of players adding common features, while still keeping the commands compartmentalized on their own objects. -------------------------- Message 254 from *db-issues (#84): Date: Wed Mar 1 00:13:05 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: social verbs Added $last_huh:call_social_verb, which is called by $char:last_huh, which means you can now type `hug booboo` and have it automatically translated to the proper `.hug booboo`. A message prints 2% of the time directing the user to `help pose`. -------------------------- Message 255 from *db-issues (#84): Date: Wed Mar 1 05:12:28 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: @unhide/@hide Added these commands, which are equivalent to signing in and out. -------------------------- Message 256 from *db-issues (#84): Date: Wed Mar 1 07:10:40 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: Messages Added $root:has_message(str) which returns true if the given string can be read/set by :get/set_message. It calls $object_utils:has_message, which performs the standard checks. The get and set verbs actually call $code_utils:has_message(obj, str), which first makes sure the :has_message verbs on obj are owned by a wizard. Otherwise, you have programmers doing `@wizard me is 1`. The security of the call is tested via a new method which traces down the inheritance: $code_utils:secure_verbcall(obj, vrb). Anyway, the purpose of all this was to allow "plan" to be set as a message, without actually making the property "plan_msg". This was done in $player:has_message. -------------------------- Message 257 from *db-issues (#84): Date: Mon Mar 6 02:12:55 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: ANSI Don't put ANSI in the names, titles, or who_location_msgs of anything. When the value is linesplit, it fucks up the colour for the viewer. The OOC lounge is like this, and should have the ANSI codes removed. -------------------------- Message 258 from *db-issues (#84): Date: Thu Mar 9 06:09:58 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: misc Moved $player_start to the New User Room, and fixed a long-broken verb that was keeping things around. Disallowed names not beginning and ending with an alphabetical character, or containing something other than an underscore or dash. Made messages on the generic warp tube un-modifiable by user. Will clear all messages that have been set. -------------------------- Message 259 from *db-issues (#84): Date: Sun Mar 12 02:11:03 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: ANSI/game I think I _finally_ fucking fixed quoting tildes in the ANSI code. Also added a pointer to `game` in the help index. -------------------------- Message 260 from *db-issues (#84): Date: Sun Mar 12 18:12:59 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: $room.dark I have changed the meaning of the 'dark' flag to "don't show unconnected players in :tell_contents." I'll eventually remove this flag, or replace it with something more versatile and better named. And an illumination system. -------------------------- Message 261 from *db-issues (#84): Date: Mon Mar 20 04:00:32 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: $note_editor Hacked $note_editor:set_note_text to check for a :set_PROPNAME verb on the object being edited. -------------------------- Message 262 from *db-issues (#84): Date: Wed Mar 22 02:15:16 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: Terrain Room (#1602) Added the 'solid' property to the terrain room, which is accessed by the new :acceptable_from_cell to determine whether or not something can pass into the terrain. This new verb is called by :accept_from_cell and prints no messages. I've set 'solid' true on the following descendants with :accept_from_cell verbs defined: #1842 R/T HQ #1862 River Goo #1916 Black Plastek Walls #3236 Perimeter Wall #3460 Solid Ground -------------------------- Message 263 from *db-issues (#84): Date: Fri Mar 24 05:18:53 1995 CST From: Quinn (#4091) To: *db-issues (#84) Subject: exam I fixed @examine so it can't be used to cheat so much. Also switched my social self to THIS character, reserving #2 for purely Godlike janitorial duties. -------------------------- Message 264 from *db-issues (#84): Date: Sun Mar 26 23:55:07 1995 CST From: Quinn (#2) To: Nebula (#1730) and *db-issues (#84) Subject: @examine Whoops! The silencing of @examine was a bug, not a security measure. Neb reported it and I fixed it. It won't, however, show object numbers anymore, and should be very much more secure for non-prog use. -------------------------- Message 265 from *db-issues (#84): Date: Mon Mar 27 00:41:17 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: @lag Added a @lag command to remind you just how SLOW we can be! -------------------------- Message 266 from *db-issues (#84): Date: Mon Apr 17 08:47:31 1995 CDT From: Quinn (#2) To: *db-issues (#84) Subject: page, unpage Finally fixed page. All MU* variations should now work as documented in the NEW `help page` and `help page-details`. Added something like the "answering machine" hack, which saves pages received while disconnected. You are informed of these at login and can use @recall to view them. The `@unpage user` command will delete all the saved pages you've sent to a user. -------------------------- Message 267 from *db-issues (#84): Date: Mon Apr 17 21:48:27 1995 CDT From: Quinn (#2) To: *db-issues (#84) Subject: processes I cut our processes by about 66% by raising the max-capacities and shuffling the queues of all $hearts. Also put an automatic idle-dequeue mechanism in the heart of man, so if you don't connect for a week, you'll no longer receive pulses. You're re-started whenever you re-connect. -------------------------- Message 268 from *db-issues (#84): Date: Fri Apr 21 02:22:12 1995 CDT From: Quinn (#2) To: *db-issues (#84) Subject: New @options Added `@options privacy`. Type it to see all the many pretty toggles for securing and releasing personal information. These options are honoured in @finger/finger, @whereis, @who, and other OOC info commands. Speaking of options: I hacked $player:last_huh to check for a @foo-options verb and route it to `@options foo`. A more natural syntax, and the standard for other MOOs. -------------------------- Message 269 from *db-issues (#84): Date: Fri Apr 21 03:27:19 1995 CDT From: Quinn (#2) To: *db-issues (#84) Subject: page Percentage-quotes a la Pronoun Sub will now go through unaltered in pages. Blanket page-refusal is now implemented, as per @privacy-options. -------------------------- Message 270 from *db-issues (#84): Date: Sat Apr 22 00:16:40 1995 CDT From: Quinn (#2) To: *db-issues (#84) Subject: names I've hacked $root:set_name to disallow the setting of an object's name to an empty string or a string without alphabetical characters. This can be bypassed by programmers by hacking :is_valid_name on your object, but doing so for malicious or deceptive reasons will result in harsh punishment. -------------------------- Message 271 from *db-issues (#84): Date: Sat Apr 29 04:41:54 1995 CDT From: Deckard (#3748) To: *db-issues (#84) Subject: vehicles I was wondering what the deal is with vehicles and how they are progressing? -------------------------- Message 272 from *db-issues (#84): Date: Fri May 12 04:33:17 1995 CDT From: Quinn (#2) To: *db-issues (#84) Subject: @netforward Brought over @netforward from LambdaMOO. -------------------------- Message 273 from *db-issues (#84): Date: Thu May 25 00:40:29 1995 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $collective I added a little help to the generic collective (parent to the generic collective ammo, btw) which explains how to get one started. -------------------------- Message 274 from *db-issues (#84): Date: Fri May 26 01:07:37 1995 CDT From: Quinn (#2) To: *db-issues (#84) Subject: new comm messages @speak -> Printed to you when you speak. Set it to "" for silence. @ospeak -> Printed to room when you speak with an exclamation point. @omumble -> Printed to room otherwise. All messages sub $text with what was spoken. I also added a reminder at PUB login to take OOC chat to the OOC channel. -------------------------- Message 275 from *db-issues (#84): Date: Mon May 29 23:27:23 1995 CDT From: Quinn (#2) To: *db-issues (#84) Subject: page echoes I've hacked $player:page_echo_msg so it prefixes a "%N % your page and % the following commentary: " if your @page_echo does not contain your name or an %N. Please make your page echoes resemble something that's actually acknowledging a page. -------------------------- Message 276 from *db-issues (#84): Date: Tue May 30 23:06:48 1995 CDT From: Quinn (#2) To: *db-issues (#84) Subject: plural pronoun subs Hacked pronoun sub so that when a list is given as an object and the property is a pronoun, it returns the conjugation for $they. -------------------------- Message 277 from *db-issues (#84): Date: Thu Jun 1 05:19:16 1995 CDT From: Quinn (#2) To: *db-issues (#84) Subject: new core objs I've added $rpg_exit and $rpg_room, pointing to the proper parents for any exit or room that's going to be RPG-enabled. -------------------------- Message 278 from *db-issues (#84): Date: Thu Jun 1 07:11:50 1995 CDT From: Quinn (#2) To: *db-issues (#84) Subject: Scrabble Hacked #240:description so it used %N as the player sub, instead of that silly [players] what choked on lists. -------------------------- Message 279 from *db-issues (#84): Date: Thu Jul 13 15:19:38 1995 CDT From: Quinn (#2) To: *db-issues (#84) Subject: clothing I've added omessages to clothing. These new messages should fix the problem of clothing actions showing only to the actor. All of the old @messages have been transferred to @omessages like so: wear-> owear remove-> oremove dress-> odress strip-> ostrip tease-> otease The @msg will show to whoever initiated the command, and the @omsg to everyone else. Note that this is probably undesirable for things like strip, when you want the person you're stripping to see the message. I could add even MORE messages, but that could get pretty confusing. Input welcome. -Quinn -------------------------- Message 280 from *db-issues (#84): Date: Wed Jul 19 18:51:44 1995 CDT From: Quinn (#2) To: *db-issues (#84) Subject: tents Hacked it so you can't stick a tent inside another tent, preventing non-progs from imprisoning others. -------------------------- Message 281 from *db-issues (#84): Date: Fri Aug 11 01:53:37 1995 CDT From: Quinn (#2) To: *db-issues (#84) Subject: mix! Added the `mix!` or `scramble!` command to the Scrabble board, which shows a few rows of your tiles--scrambled. -------------------------- Message 282 from *db-issues (#84): Date: Fri Aug 18 22:17:23 1995 CDT From: Quinn (#2) To: *db-issues (#84) Subject: @unread Ported this over from LambdaMOO. `@unread msg_range on *list` will reset your last-read counter to just before that message. -------------------------- Message 283 from *db-issues (#84): Date: Sun Sep 3 11:01:58 1995 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $you:fixpos I fixed this fucker to behave. Now %N's -> "Your", %n's -> "your", and %N'S -> "YOUR". -------------------------- Message 284 from *db-issues (#84): Date: Mon Sep 4 10:13:39 1995 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $notes The text of a $note should go in its TEXT, *not* in its DESCRIPTION. I know a lot of you think players are just too damn stupid to READ a note, so I added the auto_read property to it. @set note.auto_read to 1 If you want the text to be automatically read when the note is looked at. Be sure to put note texts in the "text" property and not the description. Not doing so results in breakage of certain verbs such as "mailme" (for mailing the note to your e-mail address). -Quinn -------------------------- Message 285 from *db-issues (#84): Date: Sun Sep 24 13:54:28 1995 CDT From: Quinn (#2) To: *db-issues (#84) Subject: @chown Fixed @chown to work with new quota system. -------------------------- Message 286 from *db-issues (#84): Date: Tue Sep 26 09:00:23 1995 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $char:look_place_msg Fixed an apparently long-standing bug with this verb that made folks invisible when they abused it. Heh. -------------------------- Message 287 from *db-issues (#84): Date: Fri Sep 29 09:43:31 1995 CDT From: Quinn (#2) To: *db-issues (#84) Subject: @chain Revamped the @chaining system. It now works by storing a location in the CHAINED property of an object. Should solve the problems of players having their recreated objects chained to rooms because of what the object number used to be. Tried to move back all suspiciously chained objects to their owners. May have missed a few. Builders can @unchain any of theirs. -------------------------- Message 288 from *db-issues (#84): Date: Mon Oct 2 16:08:06 1995 CDT From: Quinn (#2) To: *db-issues (#84) Subject: home/start Moved home/start from $character to $room--first step in removing them altogether. -------------------------- Message 289 from *db-issues (#84): Date: Mon Oct 2 20:26:07 1995 CDT From: Mulder (#709) To: *db-issues (#84) Subject: Timechange Code A tidy update on what I've been up to, of late. For the record: Offically there is a day/night area open to the public which uses the following generics: #6551 generic timechange room #1545 generic timechange zone #6997 generic timechange exit The :pulse verb on the zone is sent every 5 minutes by #7190, the toosay object which resides in #1373, the white rabbit container. The white rabbit container works much like a task scheduler, except it only runs on objects inside of it, and on a set time of 300 seconds between beats. The :pulse verb on the zone checks the time via $time_utils:ampm() and comes up with an hour. It checks to see if it should change the descs, and if it doesn't, it does nothing and life goes on as usual. However, if the verb decides that it should initiate a time swap, it runs :invoke_timechange() on itself. :invoke_timechange runs through the objects inside it (IE: rooms inside the zone), checking each one for the property .time_aware, which resides on the generic timechange room. If it finds the property, it forks off a process to run room:invoke_timechange(), which does the following. First, the room checks the .status property on its location, which will be either "day" or "night", and changes its description, mood, and details accordingly. All the properties are held in day_normalproperty and night_normalproperty. Then :invoke_timechange looks through the rooms exits, and checks to see if they have the property .night_oleave_msg, which is defined on the generic timechange exit. If they do, :invoke_timechange is run on the exit. Ok, exits. First thing, it checks the location of its source. It then checks that location's .status (day or night), and swaps its description, oarrive, arrive, oleave, and leave messages appropriately. If more messages are deemed needed, I'll throw them in there. Notes: It won't swap descriptions, moods, details, and exit messages if either the day or night message are blank. This is just a precautionary measure to make sure we don't have any blank descs by accident. If you have any questions, I'd be happy to field them. -Mulder -------------------------- Message 290 from *db-issues (#84): Date: Sun Oct 8 14:10:45 1995 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $container.ctype Hacked this so it means 'in how many columns should contents be displayed'. The default is 0, which is no columns, just a flat item-per-line list. Negative numbers will break it right now. -------------------------- Message 291 from *db-issues (#84): Date: Tue Oct 10 09:30:33 1995 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $root:announce_messages Fixed this so it recognizes and uses a @msg (instead of conjugating its @omsg) even if that msg doesn't have a verb associated. -------------------------- Message 292 from *db-issues (#84): Date: Tue Oct 10 20:51:19 1995 CDT From: Mulder (#709) To: *db-issues (#84) Subject: Leveled Combat Reactor I've created a reactor for ahabs that sets their difficulty level based on user input. If you say "ahab, level 1." it'll set them to their lowest level, for example. Right now the only ones I know who use it are Eddie and Judy in Joe's Gym in Austin. It's basically for newbie's who want to boost, and not get slaughtered. For more info, read the help on the boxing ring. -Mulder -------------------------- Message 293 from *db-issues (#84): Date: Fri Oct 20 08:15:41 1995 CDT From: Quinn (#2) To: *db-issues (#84) Subject: @lag Augmented this command with the number of active connections and tasks queued. -------------------------- Message 294 from *db-issues (#84): Date: Sat Oct 21 13:39:02 1995 CDT From: Quinn (#2) To: *db-issues (#84) and *News (#302) Subject: userlist changes I've removed @whereis and replaced all the various old user listings with two: An uppercase `WHO` and a lowercase `who`. If you have any questions or comments, feel free to direct them to me, *bugs or *ideas. -------------------------- Message 295 from *db-issues (#84): Date: Tue Oct 31 09:19:31 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: gdx (#8296) I created a generic "disconnexus" which sends those who've set their home in it to $limbo until they reconnect, when they're sent back to the disconnexus. Nice parent for any mass homeland. It's a child of the peaceful room. Set the @osuck message for the message printed when the player disconnects and is sucked away. --------------------------