Received: from mail1.realtime.net (mail1.realtime.net [205.238.128.217]) by eniac.vv.com (8.9.0.Beta5/8.9.0.Beta5) with SMTP id JAA27196 for ; Thu, 14 May 1998 09:47:02 -0400 (EDT) Received: (qmail 28862 invoked from network); 14 May 1998 13:46:20 -0000 Received: from zoom.realtime.net (HELO zoom.bga.com) (root@205.238.128.40) by mail1.realtime.net with SMTP; 14 May 1998 13:46:21 -0000 Received: from casper.bga.com (casper.realtime.com [205.238.128.161]) by zoom.bga.com (8.6.12/8.6.12) with SMTP id IAA11403 for ; Thu, 14 May 1998 08:46:11 -0500 Message-Id: <199805141346.IAA11403@zoom.bga.com> Date: Thu, 14 May 1998 08:46:09 -0400 From: "Quinn@GhostWheel" To: quinn@netsville.com Subject: GhostWheel Message(s) 1 - 100 from *db-issues (#84) X-Mail-Agent: GhostWheel (casper.bga.com 6969) X-UIDL: 8346ab3da594d241c38e6c2eaba9fb80 Status: U X-Mozilla-Status: 8001 Message 1 from *db-issues (#84): Date: Tue Nov 7 23:33:36 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: $note.auto_read oopsie I fixed this so actually reading the note no longer spams you with two texts. I'm sorry. I'm a jackass. -------------------------- Message 2 from *db-issues (#84): Date: Thu Nov 9 04:36:48 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: local_who Tweaked this a bit. Added a 'Threat' and 'Armour' rating I won't explain, and a column for Consciousness status. -------------------------- Message 3 from *db-issues (#84): Date: Thu Nov 9 05:46:56 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: @lcp Renamed @lcp to @last-checkpoint, @lc, @next-checkpoint, and @checkpoint-info. Revamped the output. -------------------------- Message 4 from *db-issues (#84): Date: Mon Nov 20 15:57:42 1995 CST From: Rain (#399) To: *db-issues (#84) and *Gamemasters (#2560) Subject: Ghostwheel freezes, lag, and crashes? What is going on exactly? Before I left saturday I had typed in a complete message-set for a new weapon type.. and its all gone now :( I remember a save happening during my editting, so I'd think there should be at least part, but there isn't... was the Moo reloaded from an old file? (sigh) -------------------------- Message 5 from *db-issues (#84): Date: Thu Nov 23 16:04:10 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: matching Possessive matching ("fred's foo") is broke until I have the patience to fix it. Many of you probably never even used it, anyway. A consequence of the new regexp matching routines. If you find any odd behaviour anywhere, please send to me or *bugs. -------------------------- Message 6 from *db-issues (#84): Date: Fri Nov 24 11:28:54 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: possessives Possessive matching should again work. Aren't you all so happy?? -------------------------- Message 7 from *db-issues (#84): Date: Wed Dec 6 11:35:04 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: room look-self Added :tell_title, which does the title line when you look at a room. Tents will no longer show bold in the contents list. Additionally, I've hacked :tell_contents to group multiple objects with the same name. This should make room displays a lot prettier. Any bugs or comments, do please yelp. -------------------------- Message 8 from *db-issues (#84): Date: Thu Dec 7 15:25:43 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: $output_basket I've added this little thingamajig. With it, you can call a task and have the output for that task captured and returned. It isn't extremely useful for many things, since the 'player' is the output basket which will probably not be in the right location. It *is* useful, however, for capturing a :look_self, for example, and that's its first use with the ridable beastie--capturing the room description upon entry and telling it to all the riders. Of course, this is a design flaw in :look_self, which should return text instead of telling it to an assumed 'player'. Fixing that would involve a lot of hacking, though, so I just created A KLUDGE instead. -------------------------- Message 9 from *db-issues (#84): Date: Sat Dec 16 09:36:55 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: My_Name Something like "My_Name" which is shown as "My Name" will now MATCH as "My Name" and not require the user to figure out e has to use "My_Name". Clear? Well, clear or not I finally fixed it. Smooch. -------------------------- Message 10 from *db-issues (#84): Date: Tue Dec 19 17:55:23 1995 CST From: Mulder (#709) To: *db-issues (#84) Wrote a couple of verbs today that looked through $nothing for orphaned objects. Found quite a few, actually. Tons, infact. 309, to be exact. So, I moved them all to a lost and found container and will ask Quinn to recycle the buggers. Everything I found that was owned by players (broadswords, medkits, etc) I moved back, so if you wake up and find something that you'd thought you'd lost... well, that's where it came from. -Mulder -------------------------- Message 11 from *db-issues (#84): Date: Wed Dec 20 21:00:10 1995 CST From: Mulder (#709) To: *db-issues (#84) Subject: Throwing Daggers Created #6480, the generic throwing dagger. It's :critical_hit and :announce_miss and :announce_dodge verbs have been hacked to create the following effects: If you dodge it, or you miss, the dagger is moved to the room. If you hit them, the dagger is moved to them. The dagger is set to check the ranged stat for its skill resolves. Enjoy! -Mulder -------------------------- Message 12 from *db-issues (#84): Date: Tue Dec 26 14:04:17 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: $room:is_controllable_by Hacked this to make all rooms bow to the whims of $geomancer. -------------------------- Message 13 from *db-issues (#84): Date: Wed Dec 27 09:13:47 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: $char:grammar_sub Added 'caller' as the second arg to :pronoun_sub after 'this', so %t is subbed correctly. -------------------------- Message 14 from *db-issues (#84): Date: Wed Dec 27 09:22:13 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: $clothing:unconditional_remove Added said method, which removes the clothing without any nags. I'm not even sure it will work perfectly, so if there are strange clothing problems, do please nag ME. -------------------------- Message 15 from *db-issues (#84): Date: Fri Dec 29 11:49:53 1995 CST From: Quinn (#2) To: *db-issues (#84) Subject: @hangouts Added the Hangout FO as a standard feature. See `help #2890` for info. Haven't fully tested it, so please report any bugs. -------------------------- Message 16 from *db-issues (#84): Date: Thu Jan 4 21:12:31 1996 CST From: Quinn (#2) To: *db-issues (#84) Subject: fixes Fixed WHO before login, a bad pronoun sub in the slashing message set, and made `@edit` and `@notedit` work correctly with no args if you've a session saved. -------------------------- Message 17 from *db-issues (#84): Date: Sun Jan 7 03:51:03 1996 CST From: Mulder (#709) To: *db-issues (#84) Subject: Midrealm problem Earlier tonight/thismorning apparently the .obvious property on the main exit from the Midrealm was set to 0. This resulted in every ahab critter getting stuck, since they couldn't see the exit to take it. The system slowed as about 50 or so beasties holed themselves up in the Midrealm, thus leaving us with a very low critter count. Collosus paged me, and I looked into it. I logged on as Avatar, since I was sent the password earlier and he was the one who owned the exit, and I switched the exit back, allowing a rampaging flow of critters back into the MOO-proper. If no wiz's who knew the password for Avatar had been on, the MOO would have slowed to a standstill, the only possible way to clear things out being manualy telling each critter to move by hand. Seeing this, I suggest that utility wiz trust all other wiz's to chown to and from them. In the event of another mistake such as this, any wiz would be able to correct the problem, not just those that know the password to that particular account. It's either that, give every wiz all the utility wiz's passwords, or be at the mercy of such mistakes. In any case, everything's working fine again, and I'm going to go back to reading my book. - Mulder -------------------------- Message 18 from *db-issues (#84): Date: Thu Feb 15 00:21:10 1996 CST From: Quinn (#2) To: *db-issues (#84) Subject: @owatched Disabled @owatched for the time being. It's really kinda silly, people usually set the message wrong, and it provided a way to spoof. If someone *really* wants it kept, speak out. I do see where it is valuable for certain inanimate objects. -------------------------- Message 19 from *db-issues (#84): Date: Thu Feb 15 08:14:52 1996 CST From: Elendil (#2237) To: *db-issues (#84) Subject: standard @owatched message Can we just set it so the message is fixed and only changeable on objects/people by a wiz? Just something like ' looks at '. I kinda like the @owatched and @watched messages 'cause they're handy in rpg situations ('You talkin' ta ME?') and add a bit more physical interaction sans spoofing. If people mis-set them or make spoofs of them, then just setting an unchangeable generic might be easier. --Elendil -------------------------- Message 20 from *db-issues (#84): Date: Thu Feb 15 09:14:07 1996 CST From: Jayren (#10514) To: *db-issues (#84) Subject: @watched @owatched or, if people misleadingly set messages, do what that reminder says, remove msg setting privs for that person. and leave the msgs the way they are. -------------------------- Message 21 from *db-issues (#84): Date: Sun Feb 18 19:28:05 1996 CST From: Quinn (#2) To: *db-issues (#84) Subject: generic bulletin board (#7527) This has been vastly improved. A new `scan` function for a single line of info on each post, a new `read` format sorta like `scan` but with the full message text, allowance for message sequences ("7-$ 2-3 5", "2 4-", etc) in scan, read, and delete, and persistent message numbers to avoid confusion while deleting. Enjoy! -------------------------- Message 22 from *db-issues (#84): Date: Fri Apr 12 20:28:26 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: features Made it so GMs can add and remove features from players via :add/remove_feature(). `@features for user` is now disallowed if the player is not a GM or the user for whom features are being queried is not readabble Progs can `@chmod me +r` to make their features readable. -------------------------- Message 23 from *db-issues (#84): Date: Sun Apr 14 23:12:27 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: COMMAND MIGRATION: one step further down the road to HELL The following features have been created: PC Privileges Feature (#11897) Movement Privileges Feature (#4799) Editing and Mail Priveleges Feature (#11453) The first is parent to the others. It contains a list of abusers and methods which deal with restricting access to child features from those abusers. Those last two features have been made standard for characters and players--no need to add them. Movement privileges include: @home @start @move @teleport @go @join @summon As announced in news, home/start have been replaced with @home/@start on the feature above. Some rooms may still define custom home/start methods. Please rename those verbs to @home/@start. Editing and mail privileges include: @forward @gripe @typo @bug @suggestion @idea @comment @edit @notedit @note-edit @send @answer @reply @qsend These are all the verbs I could immediately think of that might move someone into an editor. @qsend is allowed so abusers can still send mail, but the '@edit' escape feature will be disabled for them. Note that without @editing capabilities, players tagged as abusers will not be able to edit their sheets or plans. Keep this in mind when considering tagging someone an abuser. Do not judge lightly! Right now, only I can tag abusers. I'm going to hack further to on the base PC Privileges Feature so that it holds @damn-abuser and @forgive-abuser commands for GMs. Both of these commands will send mail to a list logging these condemnations. You *will* be held accountable for your actions. These commands aren't yet active, but the underlying mechanics are there for an effective means of stifling certain abuses. This is another step towards prison/hell; these movement commands had to be isolated to make such a sentence meaningful. Comments are encouraged. If you know of a movement hole I've not covered in the above command lists, please relay it to me. -Quinn -------------------------- Message 24 from *db-issues (#84): Date: Sun Apr 14 23:44:12 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: more on privileges I've hacked in checks for IC and combat status to the aforementioned "privileged" commands, which will effectively prevent abuse of them. Abuser status will still be needed in the future for those sentenced to HELL, however. -------------------------- Message 25 from *db-issues (#84): Date: Wed Apr 17 19:48:49 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: generic terrain zone (#1715) Updated the help on this object. It's gained clarity and adds information on the new, preferred, "terrain map" method of placing strings of terrain into your zones. -------------------------- Message 26 from *db-issues (#84): Date: Mon Apr 29 20:18:35 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: @qsend privilege Be aware that attempting to `@edit` from within a `@qsend` will lose the text of the message if you would not normally be able to @edit. Previously, issuing the @edit escape when disallowed would just send the message thus far. -------------------------- Message 27 from *db-issues (#84): Date: Fri May 10 11:05:56 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: ~user I don't recall whether or not I told you folks, but you can use ~user to refer to another user by name rather than number. -------------------------- Message 28 from *db-issues (#84): Date: Tue May 14 19:39:48 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: @locked clothing The :strip command will now print a message and disallow stripping of items which are @locked to the wearer, since it won't be movable anyway. -------------------------- Message 29 from *db-issues (#84): Date: Wed Jun 5 17:36:44 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: pose Fixed the `pose /all` problem posted by Mnht on *bugs. Longstanding bug. -------------------------- Message 30 from *db-issues (#84): Date: Wed Jun 19 17:11:20 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: @display-options Added brief_pages and brief_rooms. The former does what has been discussed on *chat: trims the fat of pages directed to you and on those you send out. The latter does what @mode does. @mode still works--for now. -------------------------- Message 31 from *db-issues (#84): Date: Fri Jun 21 08:55:56 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: brief_pages This should work now, without refusal. -------------------------- Message 32 from *db-issues (#84): Date: Sun Jun 23 20:03:59 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: confunc nag Added a nag at confunc showing email address in addition to last connect site, so folks are prompted to change old ones. -------------------------- Message 33 from *db-issues (#84): Date: Thu Jul 11 18:00:44 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: @recycle Moved @recycle to $player. Players must still find a replicator to *create* things, but it's tedious to require them to destroy posessions in a replicator, and that leads to a lot of DB-bloating crap people are just too lazy (and justifiably so) to recycle. -------------------------- Message 34 from *db-issues (#84): Date: Thu Jul 11 18:55:37 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: revealing clothing Added: $clothing.revealing $clothing:will_reveal({@garments}) @reveal under clothing @reveal nothing under clothing And a new $char:clothed_description which takes into account this new property. Type `@reveal under clothing` if you want something (a necklace or a see-through bra, for example) to allow the clothing and flesh beneath it to show through. Type `@reveal nothing under clothing` to switch it back. Not sure how robust it is, but seems to work. -------------------------- Message 35 from *db-issues (#84): Date: Thu Jul 18 11:49:11 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: @unpage No longer tell people if they've any saved pages on a wiz, as per Mulder's suggestion. -------------------------- Message 36 from *db-issues (#84): Date: Sat Jul 20 15:14:20 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: @size for OBJECT Added this verb for checking size. -------------------------- Message 37 from *db-issues (#84): Date: Wed Jul 24 20:36:35 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: login screen Added two new login screens. -------------------------- Message 38 from *db-issues (#84): Date: Thu Jul 25 19:31:35 1996 CDT From: Quinn (#2) To: *db-issues (#84) *bugs subj="@dump-garbage" If you get tracebacks along the lines of those appearing in Green Sands recently ("Verb not found" on :ititle_list, for example), type `@dump-garbage`. This will put nasty non-objects on yourself and in the room back where they belong. -------------------------- Message 39 from *db-issues (#84): Date: Sun Jul 28 04:40:35 1996 CDT From: Mulder (#709) To: *db-issues (#84) Subject: generic book (#755) Created the generic book (#755): 'for when a $note is not enough'(tm) It has a few interesting things, like pages you can turn, the ability to add and remove pages, the ability to open and close, and messages for all of em. There's help on the generic, if you need any. So, mage folk and librarians, go nuts! - Mulder ps Thanks to Frap for his excellent suggestion. -------------------------- Message 40 from *db-issues (#84): Date: Sun Jul 28 20:45:06 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: whereis `whereis` now shows zones if public location is hidden. -------------------------- Message 41 from *db-issues (#84): Date: Mon Jul 29 11:47:09 1996 CDT From: Quinn (#2) To: *db-issues (#84) and *Bugs (#1294) Subject: where/who These broke when the R/T admins rolled back the system clock to where it should be, which happens to be more than a day before where the GW universe thought it was. Things may break periodically until tomorrow when we catch up to the present. The more serious troubles occured with those who were connected at the time of the rollback; those shouldn't happen again. -------------------------- Message 42 from *db-issues (#84): Date: Mon Jul 29 20:23:22 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: @chparent, @recycle OK, folks. I've made changes to $player:_chparent and $player:_recycle which will PREVENT MOST MISTAKES if you take the time to carefully consider each prompt. Before an object that has verbs, properties, or children is recycled, you'll be asked if you REALLY WANNA DO IT. Before you change the parent of an object to a parent that is NOT related to the current parent, you'll be asked if you REALLY WANNA DO IT. Heed the warnings. PLEASE. -------------------------- Message 43 from *db-issues (#84): Date: Thu Aug 1 08:58:54 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: details The "detail_descs" property *is* editable. "detail_names", as well. The first is a list of descriptive lines corresponding to the names in the second. -------------------------- Message 44 from *db-issues (#84): Date: Thu Aug 1 09:36:06 1996 CDT From: Darby (#12081) To: *db-issues (#84) Subject: @edit me.detail_descs I get a type mismatch trying to, tho detail_names is editable for me. -------------------------- Message 45 from *db-issues (#84): Date: Fri Aug 2 09:38:53 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: detail_descs Oops. You can't edit them because they're a list of lists in your cases. I found the value editor lying around, though! Use `@value-edit obj.prop` to edit any property value. (Actually, this could make editing terrain maps MUCH easier--maybe even a breeze?) -------------------------- Message 46 from *db-issues (#84): Date: Fri Aug 2 12:46:06 1996 CDT From: Darby (#12081) To: *db-issues (#84) Subject: @value-edit Works well! Heh, but the @editor returns me to the Research Lab. Doh!:) -------------------------- Message 47 from *db-issues (#84): Date: Sat Aug 3 15:03:03 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: @value-edit sending back @value-edit should get itself back into shape soon; I think it was a result of it inheriting some properties. If it keeps acting up, tell me. -------------------------- Message 48 from *db-issues (#84): Date: Sat Aug 3 15:14:48 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: $terrain_room/zone Corified #1602 as $terrain_room and #1715 as $terrain_zone, for your (and my) convenience. -------------------------- Message 49 from *db-issues (#84): Date: Mon Aug 12 14:52:51 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: age Added $player:virtual_age(), returning the player's age in seconds. -------------------------- Message 50 from *db-issues (#84): Date: Wed Aug 14 11:07:53 1996 CDT From: Mulder (#709) To: *db-issues (#84) Ships left running (by players @homing/@starting) will now automaticly return to the hub. Improvements forthcoming. -------------------------- Message 51 from *db-issues (#84): Date: Thu Aug 15 22:59:47 1996 CDT From: Mulder (#709) To: *db-issues (#84) Subject: ship requesters Ship requesters now respond without delay when you punch em. A few more forked processes, but nothing much to worry about. -------------------------- Message 52 from *db-issues (#84): Date: Thu Aug 22 17:56:02 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: new server We're running the latest MOO server now. As said in news--be sure to keep track of things you do. If the server turns out to have some horrible problems, we can't use the databases its written. Chances are it's OK, but better safe than sorry. If you find a bug or other anomaly, PLEASE @qsend me ASAP. -------------------------- Message 53 from *db-issues (#84): Date: Sat Sep 14 13:52:02 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: :receive_page :receive_page now takes standards args of (TEXT, @PAGE), ensuring that the first line is the raw, unattributed text meant to be paged, for easy parsing. The rest is the text of the page. -------------------------- Message 54 from *db-issues (#84): Date: Sat Sep 14 15:15:50 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: help I've added a 'Help' character pagable by players who need, well, help. To join, `page help //@join`. To quit, `page help //@quit`. Anyone can join right now. It's very raw, but it should work OK. Feel free to join and help out our poor newbies. -------------------------- Message 55 from *db-issues (#84): Date: Mon Sep 23 18:07:40 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: @resp Added line numbers to output of $prog:@resp. Now an even more powerful debugging tool. -------------------------- Message 56 from *db-issues (#84): Date: Mon Sep 23 19:25:28 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: changelog (#13803) I've created changelog (#13803), a note that briefly runs over changes to the MOO language effective with our server upgrade. Look at it for an overview, read it for the text. BIG note. (Sorry it took me so long to hack this up, Stal and Goo.) -------------------------- Message 57 from *db-issues (#84): Date: Tue Oct 1 17:28:39 1996 CDT From: Mulder (#709) To: *db-issues (#84) Subject: generic book Due to some permission problems (players can't create properties, basicly) the generic book (#755) has been slightly re-worked. Currently the default is 10 pages, and if you need any more than that, you're going to have to ask me to add them. Sorry, but that's the way it is, bucko. -------------------------- Message 58 from *db-issues (#84): Date: Wed Oct 2 18:31:36 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: WHO & @ospd Fixed the login WHO. Rewrote a lot of the Internet Word Findin' FO. Better queue management, slicker output, separate commands for pasting results. -------------------------- Message 59 from *db-issues (#84): Date: Fri Oct 4 15:22:36 1996 CDT From: Theseus (#3746) To: *db-issues (#84) and *Gamemasters (#2560) Subject: The generic autorecycling $thing Due to hoarding problems with certain items, I have created the Generic Self-Recycling object (#15970). The way it works is it has a :destroy verb on it, you activate it the object in question will recycle itself after the time limit expires. If it is in a room, it prints a message to the room and recycles. If it is in a player's possession, it sends mail to that player and then recycles. I'm planning on setting the generic's time limit to 6 months, once I do the math and figure out how many ticks that is ;) Questions or comments, page me or @mail me. Thesaurus Theseus -------------------------- Message 60 from *db-issues (#84): Date: Fri Oct 4 16:09:09 1996 CDT From: Theseus (#3746) To: *Gamemasters (#2560) and *db-issues (#84) Subject: Hrm Much to my chagrin, it only works for me! So until I can get it wizdusted or Jayren's idea is implemented, I'm gonna set the generic to -f for safety. Thesaurus Theseus -------------------------- Message 61 from *db-issues (#84): Date: Thu Oct 10 18:53:00 1996 CDT From: Nebula (#1730) To: *db-issues (#84) About Theseus' idea in 59 & 60 here. Writing in SIX MONTHS of ticks is an amazing notion! -------------------------- Message 62 from *db-issues (#84): Date: Thu Oct 10 20:33:18 1996 CDT From: Moonheart (#6143) To: *db-issues (#84) Subject: Six months of ticks Isn't there some sort of scheduler here ? JMS -------------------------- Message 63 from *db-issues (#84): Date: Thu Oct 10 20:33:53 1996 CDT From: Mulder (#709) To: *db-issues (#84) There are a few. I have two, Quinn has a several... -------------------------- Message 64 from *db-issues (#84): Date: Sat Oct 12 15:59:58 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: comms Made significant efficiency improvements to the communicators, and fixed some old outstanding non-timeout bugs, notably in the method which handles failed channel matches. -------------------------- Message 65 from *db-issues (#84): Date: Thu Oct 17 17:30:27 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: locks Fixed traceback occuring when one attempts to open a lock (#10108) without a key. -------------------------- Message 66 from *db-issues (#84): Date: Fri Oct 18 09:50:47 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: replicators Adding the 'clean' verb to the generic replicator (#715). It'll move everything to the lost and found box (#3611), or whatever is the rep's trash_bin. -------------------------- Message 67 from *db-issues (#84): Date: Sun Oct 20 15:59:44 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: @d Added object size to @d output. -------------------------- Message 68 from *db-issues (#84): Date: Sun Oct 20 16:08:36 1996 CDT From: Quinn (#2) To: *db-issues (#84) Subject: prog_options Moved the prog_options property to $builder, just to avoid copying all the prog options from $prog_options to $builder_options. I'm a baaaad, lazy boy. -------------------------- Message 69 from *db-issues (#84): Date: Mon Oct 21 13:15:45 1996 CDT From: Mulder (#709) To: *db-issues (#84) Subject: timechange zones The generic timechange rooms (IE: Toosay) now correctly change with IC time (using $rpg:ic_ctime), as opposed to RL time. They also don't have a strange eclipse every day from noon to 1pm. -------------------------- Message 70 from *db-issues (#84): Date: Mon Oct 21 15:12:20 1996 CDT From: Mulder (#709) To: *db-issues (#84) Subject: generic automagical door Have you ever had this happen to you... door You slam your face against the surface of the CLOSED door. Perhaps you should try opening it first. open door The door is locked. You'll have to unlock it first. unlock door The door unlocks with a *click*. open door The door swings open. door You walk through the door. Tedious, eh? Well, thanks to this nifty widget from ACME MOO Widgets, Inc., this scenario need never happen again! Yes, kiddies... end those tiring door-bashings once and for all with the NEW, Generic Automagical Door (#6524)!!! Great for those package-laden trips when your hands are full! The door AUTOMAGICALLY tries to open for you! And if it's locked, it AUTOMAGICALLY tries to unlock it, too! It's Twinkie-Liscious! And, for a short time only, included in this special offer is the auto-closing, and auto-locking automagical door! Make your doors automatically close after you've walked through them! Make them lock after they've been walked through! Yes, all this and MORE! Just send a check for $19.95 to: ACME MOO Widgets, Inc. 12514 Darryl Dr. Buda, Tx 78610 USA, Earth OR Just @chparent your favorite $door to #6524, and enjoy your NEW automagical door! -------------------------- Message 71 from *db-issues (#84): Date: Tue Oct 22 15:44:55 1996 CDT From: Mulder (#709) To: *db-issues (#84) Subject: Changes to @daudit After an afternoon of frustrating programming, I'm happy to announce a new (undoubtedly bug-ridden) feature of the allustrious @daudit verb. Yes, folks... what you've always wanted has now arrived. You can easily, simply, and fairly lag-freely...... audit the entire MOO. Say you're got a hunk of white bread in your hands, and you're looking for a toaster. Well, then, you just type the following: @daudit db for toaster And, after a few moments of frantic searching, it'll notify you of the existence of any toasters that may be present. Cool? Yes. Useful? That remains to be seen. A perhaps more obviously useful addition to this verb is the ability to audit an entire level of children. For example, lets say you're looking for a programmer-owned widget named... lets say, champagne. Then, you would type in the following: @daudit progs for champagne Which would churn for a while and then notify you that Nebula is, infact, the high-brow binge-drinker of the MOO. If this is all passing you by, don't worry, you probably can't use it anyways. Eventually I'm going to re-write the parsing engine to get away from args[x] and move over to verbstr, so you'll be able to do funky things like: @daudit db for just up owned by yjezra with long display Which would (obviously) give you every object Yjezra owns named 'up' (as opposed to 'upper' or 'fruppy'), displayed in a long format with lots of details. Go fig, eh? -Mulder -------------------------- Message 72 from *db-issues (#84): Date: Wed Oct 23 18:39:05 1996 CDT From: Mulder (#709) To: *db-issues (#84) Subject: @daudit Ok, I caved and went ahead and re-wrote the @daudit verbs parsing engine. I can't help myself, it's an addiction. But, admitting you have a problem is the first step on the road to recovery, so hell, I'll be cured in notime. So, now you can do nifty stuff like... @daudit me for just up with details Which will show you every object named 'up' (and not 'upper' or 'grup') you own, and an extra detail about it. I'm still working on the details display. Right now it's just using the old :tell_items engine that @dkids, @dsiblings, and @dcontents do. A new feature with this version is the ability to audit $nothing. Something I'm sure everybody's just dying to do. So, to audit nothing for every $collective object, you would... @daudit nothing for $collective with owner Nifty, eh? You can also audit 'wizs', 'progs', 'builders' and 'players' as a group. One side-note is that I haven't added the sorting engine back in yet. When I do, you'll be able to... @daudit nothing with sorting Which will give you a list of everything in $nothing, sorted by general parents. Enjoy, kiddies. -Mulder -------------------------- Message 73 from *db-issues (#84): Date: Wed Oct 23 21:03:04 1996 CDT From: Mulder (#709) To: *db-issues (#84) Subject: generiv revealable clothing Yes, I know, I'm getting more productive than a bunny farm in spring, but here's another widget. The generic revealable clothing. Major features are as follows: Setable .unrevealed_coverage and .revealed_coverage properties, flipped between by the appropriate verbs. So, you can have a cloak, for example, that hides your head nekkid message when it's unrevealed, and then shows it off when it's revealed. The appo messages are @ounreveal, @oreveal, @revealed, and @unrevealed. The @un/revealed messages are tacked onto the beginning of the @worn message. -Mulder -------------------------- Message 74 from *db-issues (#84): Date: Thu Oct 24 18:57:42 1996 CDT From: Mulder (#709) To: *db-issues (#84) Subject: brothel beds Fixed the slight error with the brothel beds not removing players that teleported out from the .restrained property. Should work correctly now. Ooopsies, did a here:here_huh verb, but forgot to do an :exitfunc alternative for you naughty players that @home all the time... -------------------------- Message 75 from *db-issues (#84): Date: Thu Oct 24 20:27:08 1996 CDT From: Mulder (#709) To: *db-issues (#84) Subject: generic revealable clothing, take 2 Ok, after a few requests for this (and seeing how useful it can actually be) I've added (well... stolen, more like it) the appropriate verbs to let $players set the unrevealed and revealed coverage on the clothing. So, it's now ready to be thrown into a replicator, if that's your pleasure. However, seeing that the most obvious use of this generic is for robes, I've created a generic robe with fairly generic messages and the coverage already set. (Pret-a-Porter, so to speak.) The generics are: generic revealable clothing(#8521) and generic robe(#16356) -Mulder -------------------------- Message 76 from *db-issues (#84): Date: Thu Oct 31 22:21:18 1996 CST From: Mulder (#709) To: *db-issues (#84) Subject: transportation system I've added a few enhancements for the transportation system that I've been putting off for a while. Probably the one that's the obvious is the ability to handle multiple commands. With this, you can say: "Computer, status, set course to woods hole, engage! And it'll do it, in order, giving you the appropriate errors where they would usually occur. The second, and more sweeping overhaul was in the way the system keeps track of destinations. Before, each destination had a set 'distance' from the transportation system, and it did a simple mathematical thing to figure out about how far it would be to get from someplace to someplace else. However, doing it that way seriously screwed up when you wanted to go from, say, New York to Woods Hole, which are IRL not that far appart, but the system didn't know that. Now, each destination has its own special x/y coordinate. The universal map is layed out from the north pole, to the south pole, with a total of 180 degrees. The east->west degrees are laid out from 0 longitude, originating in england, curving around the earth to the east. The obvious advantage to this system is that you can have destinations that aren't on any map, and have the coordinates on a smart card that your ship reads, and flys to. (Figuring out the distance on its own.) Pretty nifty, huh? There is also a new 'password' field for every destination, so you may have a hidden military base that requires a password authentication to enter. There's also a new 'geography type' field, for each destination. So, if you're flying from, say, Austin to N'Orleans, it'll know that you're flying from wasteland to swamp, and prints out the appro messages mid-way through flight. The 'status' report now gives time to destination ICly, so it's x3 what it's really going to take. (So don't pee in your pants the first time you see it.) - Mulder -------------------------- Message 77 from *db-issues (#84): Date: Mon Nov 4 15:32:26 1996 CST From: Theseus (#3746) To: *mage-masters (#13453) and *db-issues (#84) Subject: generic no-spell room Due to the malfunction in the bar's .forbidden_actions and at the prompting of another, I have created the generic no-spell room. (gnsr) #12882. All kids of this room will (if the spell-creators prog their spells correctly) block all spells. I sincerely hope this fact does not cause this room to be abused, it should be used sparingly, since the entire concept of this MOO is that you are only here because magic is preventing the rads/heat from getting to you. With that in mind, here is the code that needs to be inserted in the spell:verb (not spell:do_verb) elseif ($object_utils:has_verb(player.location, "allow_spells")) player:tell("You can't seem to focus your energies here."); that should go before your 'else' statement that queues the spell up. Questions? Contact me. Theseus -------------------------- Message 78 from *db-issues (#84): Date: Mon Nov 4 17:25:17 1996 CST From: Theseus (#3746) To: *db-issues (#84) and *mage-masters (#13453) Subject: addendum There's a little more than what I posted earlier. Check out #14717:hblast for an example of the correct form. Thes -------------------------- Message 79 from *db-issues (#84): Date: Fri Nov 15 05:53:10 1996 CST From: Mulder (#709) To: *db-issues (#84) Subject: forked processes I've dumped one of my two forked processes. (The older one. And, although old is relative... it's older than most of you. Any of you that can remember a time before Toosay... or before the nuclear reactor in the wasteland... you're probably the minority.) I've integrated its queuing requirements into the simple little task queuer I created for the transportation system. (Which is... geez... a year old?) You probably won't see much of a difference in the system, other than one less forked process in the @lag listing, but if we ever get _really_ lagged, it should help things a bit. - Mulder -------------------------- Message 80 from *db-issues (#84): Date: Sat Nov 16 14:33:34 1996 CST From: Quinn (#2) To: *db-issues (#84) Subject: #129 Renamed #129 to "Builder's FO", since none of the stuff on there was programmer-specific, and allowed its addition by $builders. -------------------------- Message 81 from *db-issues (#84): Date: Sun Nov 17 04:52:25 1996 CST From: Mulder (#709) To: *db-issues (#84) Subject: Survey FO (#17358) The Survey FO (#17358) has some interesting features that I will expound upon here... There is a verb on the FO, @create-survey, that is used to create a survey and fill it with questions. It was rather hastily put together, but for the most part, it works. You can have multiple choice, yes or no, true or false, or essay questions. There's no limit to the number of questions, but be kind, it's taking up your quota. Once you've put a survey into public circulation (automatic), and a few people have filled it out, you can do a @survey-stats 'survey name' to find out the percentages on the answers, and to show the essay answers. Complaints, ideas, and spam to /dev/null - Mulder -------------------------- Message 82 from *db-issues (#84): Date: Mon Nov 18 15:34:20 1996 CST From: Quinn (#2) To: *db-issues (#84) Subject: @prop/@rmprop Moved these down to $builder. -------------------------- Message 83 from *db-issues (#84): Date: Wed Nov 20 17:24:54 1996 CST From: Quinn (#2) To: *db-issues (#84) Subject: @code/@list Moved @code and @list down to $builder. I don't particularly like them there, but am too lazy to make their own FO and be sure it's default for progs, and adjust the security. -------------------------- Message 84 from *db-issues (#84): Date: Tue Nov 26 18:16:51 1996 CST From: Quinn (#2) To: *db-issues (#84) Subject: Ykalmar If anyone has problems where they get strange phrases spit at them, or can't seem to type anything, as a first resort tell them to type `@pagelen 0`. Ykalmar had his @more message set to 'Tap those keys!'. -------------------------- Message 85 from *db-issues (#84): Date: Tue Dec 10 15:41:48 1996 CST From: Quinn (#2) To: *db-issues (#84) Subject: FYI There is a $wiz_utils:is_builder(char) which returns true if someone is a builder. In many cases, it's faster than an :isa. -------------------------- Message 86 from *db-issues (#84): Date: Sat Dec 21 12:03:14 1996 CST From: Quinn (#2) To: *db-issues (#84) Subject: ansi; deck the halls The Christmas Lights (#2879) should now work properly. Programmers can @d #2879.look_place_msg to see how the ANSI is coded. You can collapse codes into bracket section with the current ANSI system. I added an `@ansi raw` mode wherein no codes are interpreted; useful for debugging porpoises. -------------------------- Message 87 from *db-issues (#84): Date: Mon Jan 6 20:43:04 1997 CST From: Mulder (#709) To: *db-issues (#84) Subject: ship double-takes Think I fixed the ships departing before they actually arrive. Drop me a note if it happens to you. - Mulder -------------------------- Message 88 from *db-issues (#84): Date: Tue Jan 7 11:33:00 1997 CST From: Quinn (#2) To: *db-issues (#84) Subject: @set @set now also tries to use :set_stat to set a property. So, setting a weapon's stats with @set should now work. Also added some error checking to avoid tracebacks. -------------------------- Message 89 from *db-issues (#84): Date: Sun Jan 12 17:59:05 1997 CST From: Quinn (#2) To: *db-issues (#84) Subject: matching room (#183) Recycled matching room (#183), with its single :here_huh verb, folding it into $room. Also ditched the plural, 'all', and 'everything' parsing in it, since that was really never used. -------------------------- Message 90 from *db-issues (#84): Date: Sun Jan 12 19:20:36 1997 CST From: Quinn (#2) To: *db-issues (#84) Subject: netmail Fixed netmail to use the correct date format, so it shows up all nice and purty in your mail-readers. -------------------------- Message 91 from *db-issues (#84): Date: Sun Jan 12 19:42:25 1997 CST From: Quinn (#2) To: *db-issues (#84) Subject: @prog-option +darkonly Added this prog option, which means only OPAQUE ancestor properties will be shown when `@d object,` is used. -------------------------- Message 92 from *db-issues (#84): Date: Sun Jan 12 21:22:44 1997 CST From: Quinn (#2) To: *db-issues (#84) Subject: @d, all Fixed a problem whereby if you had darkonly set it wouldn't show a single clear property. Also stuck back the 'all' processing, since apparently folks have been using `wear all` and such. -------------------------- Message 93 from *db-issues (#84): Date: Mon Jan 13 12:27:38 1997 CST From: Quinn (#2) To: *db-issues (#84) Subject: @d Added $code_utils:display_line_verb|prop, made @d use them, making @d smaller. Added alias @defined to #129:@opaque, and made it use the new $code_utils verbs to display its output. Basically re-wrote @opaque to use error-catching. -------------------------- Message 94 from *db-issues (#84): Date: Wed Jan 15 15:19:11 1997 CST From: Quinn (#2) To: *db-issues (#84) Subject: $root:env(), :matching_contents Hacked these to use lazy error-catching rather than being !d or just failing miserably. -------------------------- Message 95 from *db-issues (#84): Date: Sat Jan 18 16:33:52 1997 CST From: Quinn (#2) To: *db-issues (#84) Subject: type names Added $code_utils:type_name which returns, for example, "INT" for 0. -------------------------- Message 96 from *db-issues (#84): Date: Wed Jan 22 14:58:14 1997 CST From: Quinn (#2) To: *db-issues (#84) Subject: $gender Added is_feminine, is_masculine and is_neuter properties and verbs to the generic $gender. Chiefly so verbs know whether to use 'master' or 'mistress'. Please edit them on your child genders if you feel that gender is particularly towards one sex. -------------------------- Message 97 from *db-issues (#84): Date: Tue Jan 28 20:21:32 1997 CST From: Mulder (#709) To: *db-issues (#84) Subject: ship requesters/statlinks I've re-worked the statlink I originally created to keep track of the ships in the transportation system, and as a convenience to everyone, integrated them with the ship requesters. You can now look at a ship requester to see where all the ships in the transportation system are. Where they're going, and how soon they're going to get there. Simple, easy. Now you'll know if that ship you requested is _really_ in transit... If you want to buy a portable version, talk to me... - Mulder -------------------------- Message 98 from *db-issues (#84): Date: Fri Feb 14 13:58:00 1997 CST From: Mulder (#709) To: *db-issues (#84) Subject: generic random portioned drinks Created the random sized bartender reactor (#19535), and the generic random-portioned drink (#19051). Their entire purpose in life is to make drinks with a random number of gulps in em. Glub, glub, glub. To set the random range, create a child of the random-portioned drink (#19051), and @set drink.minmax_portions to {x,y} x being your minimum portion (2, for instance) and y being your maximum portion (5, for instance). -------------------------- Message 99 from *db-issues (#84): Date: Mon Feb 17 21:04:55 1997 CST From: Mulder (#709) To: *db-issues (#84) Subject: rough generic seated room (#1593) I've finished the rough cut of the generic seated room, object #1593. It's a room, with all the stuff that's necessary to sit/stand/lie with it. For the most part it's fairly seamless, it'll show up as the last item in the integrated description, remove players from the contents listing, and all that good stuff. You can't 'place' things on it, but hey, just drop stuff for crying out loud. The problems come in when you try to use $pronoun_sub with pseudo-objects. Since the floor isn't actually an object, %[tdname] ends up being the name of your room, and since that won't work very nicely, I've hacked it up to automatically replace %[tdname], %[tdtitle], %t and the like with a property on the room called .furniture_name. If you set .furniture_name to 'floor' then when you 'sit' it'll say 'Whoever sits down on the floor.' Groovy? Of course. I _do_ heavily suggest that you add the alias of your furniture's name to the room. If somebody wants to 'sit on floor', then the room must have the alias 'floor'. Otherwise they're going to have to 'sit on here', which is utterly annoying. If the .space property of the room is set to 0, then no messages will be printed at all. (But then, what's the bloody point?) If you have other furniture in the room, 'sit' will default to those from the top down, eventually relegating you to the evil built-in furniture. But HEY kids, we now have built in FLOORS! (Or ground covered with pillows, or dirt, or a branch!) - Mulder -------------------------- Message 100 from *db-issues (#84): Date: Tue Feb 18 18:24:08 1997 CST From: Mulder (#709) To: *db-issues (#84) Subject: generic useable thing (#19350) The generic useable thing is for everybody who wants a little 'cool' thing that doesn't really require any special code, and just needs to spit out a message when prodded. (And who doesn't?) This object holds the message/messages in the .message property, which can be edited with the note editor thusly: @edit myobject.messages If saved as a single string, it is printed every time the object is used. If the .messages property is a list of messages (like a note), the line is selected at random. To use the object, type: use myobject Your overly productive under achiever, Mulder --------------------------