It's been a long time since I've done DIKU, but what springs to mind here is the creation of another function. I assume tell uses a function like find_char_world(), which scans the lists of player and mobiles. A good solution would be to copy this function into one called find_player_world(), and have the list only check the player list. An even better solution would be to add functionality such that a player name cannot match a mobile's keyword. You would simply have to implement this in the login sequence, but of course the fix would not be retroactive, meaning Gray would still cause a problem unless you wipe the player file or fix the names by hand. ==================================================================== Christopher Herringshaw Networking and Special Projects Division Medical Center Information Technology (MCIT) xxviper@med.umich.edu University of Michigan Medical Center, B1911 CFOB 1414 Catherine Street, Ann Arbor, MI 48109-0704 (313) 747-2778 ==================================================================== On Sat, 1 Apr 1995, Sean P. Mountcastle wrote: > My players have noticed something that I thought was fixed in > CircleMUD bpl 7 (or before then). One of my god's names is Gray, and we > have about 12 to 20 mobs with the keyword gray, so when ever a player > tries to tell him they end up telling an acolyte of Gray (or another such > monster), I have tried this myself, and the only time this will not happen > is if you are in the same room with him. > If this something I can easily fix in act.comm.c (do_tell)? I > recently upgraded to patch level 7, and I don't think we had this problem > before (but the mobs with keyword gray are pretty new as well). > > Thanks in advance, > > - Sean >
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