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key utility/utilities
Posted: Fri 16.05.2003, 16:50
by Berendol
It would be really nice to have something that generates a list of houses, keys, and where they are (depth/sector at the very least, with X,Y coordinates on the sector perhaps) and notes when a key is on the floor in its own house, or has passed out of existence (dropped on the floor in the dungeon, ghost death, etc. not necessary to see what happened)
Perhaps an unused field on the key - SVal? - could be used to indicate which player (via player ID number?) had it last, as kind of a 'touch' method on pickup. Then the report program could associate houses with owners, and you could do all kinds of stuff, like seeing if someone has a stolen key. Not like that matters by the rules but it's an example of what that could do.
It might be nice to have a way to reset houses like that from the console, too.
Re: key utility/utilities
Posted: Mon 19.05.2003, 22:57
by Crimson
The audit does all of this. Problem, it's not "user friendly" i'll give you the setup I have, if you promise not to complain if it eats your server because you didn't follow the non-existant directions.
Re: key utility/utilities
Posted: Mon 19.05.2003, 23:10
by Big_Juan_Teh_Furby
This could be bad, especially since keys aren't built into the playerbody. Can you IMAGINE the screams when I gaff a key, then go "oh, here's where the house is...well, lookit that, it's full of speed rings, arts and Balance DSMs.
I think looking for the house, while annoying, can also be fun

Re: key utility/utilities
Posted: Mon 19.05.2003, 23:30
by Crimson
the audit identifies this stuff only to the DM though, in the report. Not online.
Re: key utility/utilities
Posted: Tue 20.05.2003, 00:21
by Berendol
I would like a copy of the audit system to play with. You need not leave Rohnan specific rules in, if you want to maintain the level of confidentiality you previously have had for it. However my server is still down.. needs an AT power supply of at least 300 watts. Been getting a good long look at the source code, and I'm doing some really crazy (transparent) remodeling in the source! So. If you give me simple instructions I won't be able to complain! Perhaps anti-directions in the form of "[This ...] will break it" will suffice.
Now, I am contemplating this new development in the world of key-stealing. Adding keyless houses would not actually be a big problem. It would require an owner field in the house array, that's all.. not a 1024-length array of owned bits in the players, although that could make multiple owners possible.. or maybe another two fields (party access enabled, and party ID) for party access.. with these fields, houses could easily be transferred by an admin. If I keep the keys and put in a "touch" system, only the player who originally bought the house would be able to sell it or unlock the door. This would exclude house trading and make keys instantly useless when stolen, which makes me a little unhappy. I think I should do the keyless house thing. If I get it working someday, should I post some kind of how-to guide to hacking that section of the code?