Re: 0.name should be player name.....

From: Chris Herringshaw (Chris.Herringshaw@med.umich.edu)
Date: 04/01/95


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
> 



This archive was generated by hypermail 2b30 : 12/07/00 PST