Chris Powell's Patches |
[ 2/ 2/98] |
128 bits |
85.5 kB |
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[ 2/ 1/98] |
Social Editor |
93.1 kB |
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[ 2/ 2/98] |
Social Editor w/ Socials |
28.9 kB |
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[ 2/21/98] |
Arena (FTP Patchified) |
Documentation |
35.6 kB |
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This is the updated arena stuff. Please give credit to Kevin (the original
coder) and me (Billy H. Chan (Strom)) and me Chris Powell (Darkness).
Now, other than the arena.c, the following will have to be changed...
(you will want some sort of broadcasting system. Me, I use a long channel
flag...)
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[ 2/ 4/98] |
Auto Equipment Wearing |
Documentation |
20.6 kB |
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autoeq -- Circle3.0pl11 version (May 1996)
Have you ever wanted to return into your CircleMud with all your equipment
at the same place where it was when you rented? Well, here is my way of
doing this.
It will put all your rented items back to where they were, including the
contents of your container objects (this holds even for containers in a
container in a container in a container :-)
The information on the equip position is part of the struct obj_file_elem
so it's put into the plrobjs files. No other files will be produced.
The wiz command 'show rent ' will show you the equip position of
saved items as a number (1+ when equipped, 0 for plain inv,
-1 to -5 for containers)
The only problem with this is that you might have to dump your plrobjs
files (or rather reformat them :-) ) on some machines. It worked just
fine over here on a DECstation and on a SUN workstation, and it should
on any machine where the length of sh_int is different from int.
When you're in doubt if the new struct obj_file_elem is compatible to
the old one just run the new version with a new plrobjs file tree. If
the file length for a rent file with, say, one item is the same as with
the old one it should work without any changes on those files.
Running patch in the src directory with the (ungzipped) autoeq.patch file
as input will produce new structs.h, interpreter.c and objsave.c files.
The version currently here fixes a problem that previously occurred with
the patching.
Enjoy,
Burkhard Knopf
Comments or problems with the autoequip to
burkhard.knopf@informatik.tu-clausthal.de
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[ 3/30/98] |
Beeping tells |
3.2 kB |
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[ 2/10/98] |
Clans |
Documentation |
42.8 kB |
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From: Mehdi Keddache
Subject: [Circle] Code for a clan system
Hello, this the clan code we use at Eclipse of Fate.
First I would like to thank all the CircleMUD coders for sharing
their talents and ideas with the rest of the CircleMUD community
and distributng their code as much as they do. I believe there is
nothing more rewarding than to see your code on someone else's
MUD and I am very happy to send the following system to the list
subscribers.
In this system immorts cannot join clans since we believe that clans
should really be a mortal thing. After imms create the clan, the clan
leaders are free to rule the clan as they wish, giving privileges
and changing the number of ranks in the clan.
Some features have not been implemented yet (like clan spells, and
clan wars) and the messages after you type the commands could really
use some revamping (like naming who you talk about or which clan).
There is a feature that doesn't work because I am still in the
process of fixing it: clan plan, there is some nasty str_dup that is
missing somwhere, i am just getting familiar with getting input from
the editor.
NOTES:
About the change in the number of ranks:
-The code acts on the whole player database each time this is done in
order to rerank all the off line clan members.
-For this reason i recommend setting the fee for such action pretty
high so that the system does lag every time a leader changes his mind
on how to set the hierarchy in his clan (it doesn't happen when they
can't afford it).
Email if you have any questions: kam@shallot.salad.mssm.edu
Feel free to distribute this code, it would be cool if you could just
give credit to the admin team of Eclipse of Fate (eclipse.argy.com 7777)
for the design and to me (Mehdi Keddache aka Heritsun) for the coding.
Hope you enjoy it...
...and most of all I hope it works for you as well as it does for us
Please inform me if you plan to use the code and maybe you can send me
your additions to it.
In the following I might have forgotten some #include "clan.h" or some
function prototypes, sorry...
Don't hesitate to let me know if something is missing, like a function
or whatever I could not remember to put in.
OTHER STUFF:
I will not be responsible if anything happens if you install this code
anywhere, use it at your own risks.
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[ 5/ 3/98] |
Class Level table |
0.4 kB |
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[ 3/31/98] |
Dual Attack skill |
Documentation |
2.6 kB |
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This is a patch version of the Dual Wield snippet from Alex's page. Please
credit me Darkness (Chris Powell) and Todd Kegley (author).
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[ 2/ 3/98] |
Extra - Socials, Object files |
41.4 kB |
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[ 2/10/98] |
Multiclassing |
19.1 kB |
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[ 2/ 4/98] |
Extra - Objects |
33.7 kB |
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[ 5/25/98] |
Saving Poofs |
6.2 kB |
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[ 2/ 1/98] |
Extra - Socials |
23.2 kB |
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[ 5/ 3/98] |
Spell Level Changing, Listing |
Documentation |
12.3 kB |
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sponline.README
Online spell level setting
This patch allows you to set the level of spells online. Hopefully this
will aid in creating new classes or adjusting the balance of classes.
Please give Credit to me Chris Powell(darkness@mud.gator.net) and
Daniel Koepke(dkoepke@CALIFORNIA.COM)
The new functions are:
redone init_spell_levels(void)
parse_spell_level
-this reads the class.level files and set the min levels for spells
save_spell_level
- this, well saves the new levels to the class.level file
The new commands are:
levelset
- just like skillset(acutally a shameless hack of skillset). This is
the command you use to set the new levels
makesl
- for those without stk code, all you have to do is make lib/class dir
put this command in your code, run it, then change init_spell_levels
to the new code. THis will generate the class.level files for you.
YOU MUST CREATE pc_file_types in order for this command to work
slevel
- this will list the current levels for spells/skills for a class
Hmm I just thought of something I should add but I forgot if I remember I'll
post it later.
Chris Powell
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