maxum
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Posts: 106
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Post by maxum on Nov 5, 2012 23:06:51 GMT -5
Currently I am working on getting the code to compile, so code changes can take affect. Once that is working I can actually make some changes to the code, until then mostly text changes.
Shop keepers: post if you find more not working, I can fix this pretty quickly. Zones: Graveyard - fixing a crash bug, checking for other errors Hill Giant Smial - items from outside the zone are loading here, needs to be fixed before anything else with the zone.
Weapon spells - extra line feed, hopefully a quick fix.
GM's - Sorc GM still doesnt like Sorcs apparently, will ask him why.
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Post by marla on Nov 6, 2012 2:24:50 GMT -5
I believe that Town of Trinity has shopkeepers that don't work. Also, hidden swamp has a guy in a tent north of the clansmen that doesn't sell anything. I forget if the Gnomish home town can sell anything right now.
Thanks!
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maxum
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Posts: 106
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Post by maxum on Nov 6, 2012 4:25:35 GMT -5
The hidden swamp guy does not look like a shop, the room has no flags, nor does he. All items appear to be loading ok in the zone, and the belt he has does not look like a sellable item. Gnome home town is Denarma, fixed, hopefully in place tommorrow. Trinity, yeah some potions and wands arent loading, and some rooms and mobs are flagged to look like shops. Sadly there is no existing backups that show it ever working, so I can fix but will take me a few days to get to it.
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Post by lennya on Nov 6, 2012 14:07:07 GMT -5
Ad graveyard: has another of those tunnel(0) rooms up in the belltower.. no wait, tunnel(1) with a hunchback in it, peaceroom too.
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maxum
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Posts: 106
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Post by maxum on Nov 6, 2012 16:22:01 GMT -5
Weapon spells: looks like just Cause Serious missing it's message. Fixed.
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slash
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Post by slash on Nov 6, 2012 16:30:52 GMT -5
You rule maxum!
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Post by lennya on Nov 6, 2012 16:59:52 GMT -5
Traps are somewhat bugged too; if you have find traps/psionic danger sense up, you can see them, but none of the traps are flagged TAKE now. which means you either have to bite the bullet (traps in containers) or do a workaround to get past the trap without it firing. I think the TAKE flag got taken off because of the flame trap abuse.
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maxum
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Posts: 106
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Post by maxum on Nov 6, 2012 21:32:16 GMT -5
Trinity update: The Item info for these shop keepers is now in place, but will not be purchasable until checked and balanced. I am not doing any item balancing currently so, I cant say if they will open.
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maxum
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Posts: 106
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Post by maxum on Nov 6, 2012 22:52:31 GMT -5
GM's: Sorcerer GM's function correctly provided the mob has 'sorcerer' in the name. Khris works fine, if anyone finds any that are not working, post and I can edit them from outside the mud to have a new name.
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maxum
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Posts: 106
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Post by maxum on Nov 8, 2012 2:21:20 GMT -5
Hopefully final run over the shop file complete. Civilized Phlan and some connector zone shops restored.
Hill Giant Smial is all checked (for crash bugs) and all items and mobs now load correctly.
About to do a second run over the Graveyard. The tunnel room was put in place to stop a spammy church bells special. Initial testing of code shows both that bell, and the special on the lich to be functioning correctly now, or at least not crashing. Going to change it a bit to make more sense.
Ohh, I can compile and test code changes btw, I have put in a log entry for the Ravenloft Portal so it notes when it portals about. I have also put in a quick change that should restore the portal should it somehow vanish (caught in a zone denit). I have not worked out how it gets stuck, but hopefully if it gets stuck in a stupid place, it will get purged and restart after a day or two (mud time). If not, the absence in log entries will at least give us a clue it has died.
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maxum
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Posts: 106
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Post by maxum on Nov 8, 2012 2:35:10 GMT -5
Not really very keen to start on traps, initial changes were probably put in place after Raf and I discovered we could creep Tiamat with special placement of a trap. After that it was all downhill when it was discovered that poly red dragon was immune to fire traps. I thought there was code in place to neutralise a trap if you tried to pick it up by it's real name (not trap). Will maybe look at it when I find nothing else to do.
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maxum
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Posts: 106
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Post by maxum on Nov 11, 2012 1:31:17 GMT -5
Fixed second crash bug in zone The Graveyard. Mob was using a very old special to function as a mage. Changed this to current version that was much smarter. Does not actually 'fix' the crash bug in code, but I checked and that piece of code is not getting used anywhere now.
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maxum
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Posts: 106
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Post by maxum on Nov 11, 2012 19:39:37 GMT -5
Currently working on? Nothing.
I have fixed all the 'issues' mentioned on the immortal notice board. Shops work - I checked the code to add new shops and it is fine, the whole problem was caused by builders not using the correct variable when adding in shop messages. Graveyard and Hill Giant Smail no longer have crash bugs, and load all items and mobiles correctly. They are of course not open zones as they still need to be 'checked'. Sorcs can learn weapons, and have functional GM's and the source of the problem is known, and now avoidable. Ravenloft Portal seems to be zipping along quite happily. I have checked a whole bunch of items/mobiles and zone info and restored those that appear to have been romved either accidentially or as a quick fix for crashes. Those that appear to have been deliberatly removed are still gone.
I will continue to monitor the mud to ensure everything is running ok, but my access was granted to 'fix', not 'change' or 'add'. I am willing to do the other two, but I am not willing to get into the argument to have access to do so.
If anything else is still 'broke' post a new thread and I will look at it.
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Aaron
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Post by Aaron on Nov 21, 2012 2:51:39 GMT -5
Thanks for all the work!
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Post by Scalamoosh on Nov 24, 2012 15:38:42 GMT -5
Steel Golem Shopkeeper in Denmara is still broken. He hasn't worked since about 1999. I guess he's still off partying like it is...
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