Well on my system i got a whole diffrent tick system for players. Since
my players dont need hours they deffently dont need minutes. if you dont
have hours in your code any longer its realy food for thought.


On Tue, 28 May 2002, Tom Whiting wrote:

> Actually, they can be quite an enhancement to an area, if they're done
> right.
>
> For example, in one of our areas, the following reset message is given:
> The sound of wedding bells echoes on a gentle breeze.
> Obviously that would be the message for the wedding chapel area, but you
> get the point I'm sure.
>
> As far as players seeing ticks (I'm not sure if ticks or resets were
> meant there), that's potentially a bad idea.
> Why?
> Spam for one.. If it's toggleable, they can't whine too much about it.
>
> Secondly, it gives those using bots something to go off of (if this
> actually doesn't worry you, then no problem). When you send any line
> like -=TICK=-, or even a varied sort of lines like that, input can
> easily be sent to the mud through a decent client.
>
> Thirdly, if you tell your players when ticks occur, you tell them when
> events happen, and SOME of those events you don't want your players
> knowing about I'm sure).
>
> Just food for thought.
>
>
> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason
> Gauthier
> Sent: Tuesday, May 28, 2002 4:31 PM
> To: 'Daniel Scott Wilds'
> Cc: [email protected]
> Subject: RE: act2 tick messesges
>
> Ah, I see.
>
> Didn't realize you want your players to see ticks.
> Bleh :) Kind of goes against the spirit of the game, INHO.
>
> >-----Original Message-----
> >From: Daniel Scott Wilds [mailto:[EMAIL PROTECTED]
> >Sent: Tuesday, May 28, 2002 4:33 PM
> >To: Jason Gauthier
> >Cc: [email protected]
> >Subject: RE: act2 tick messesges
> >
> >
> >hrmm because if players had wiznet i would be in trouble
> >
> >On Tue, 28 May 2002, Jason Gauthier wrote:
> >
> >> Hmm, why don't you just have them go to wiznet?
> >>
> >> >-----Original Message-----
> >> >From: Daniel Scott Wilds [mailto:[EMAIL PROTECTED]
> >> >Sent: Tuesday, May 28, 2002 4:21 PM
> >> >To: [email protected]
> >> >Subject: act2 tick messesges
> >> >
> >> >
> >> >ok i created succesful autotick messesges.
> >> >
> >> >my problem is:
> >> >#0  update_handler () at update.c:1307
> >> >1307            if (IS_SET(ch->act2, PLR2_AUTOTICK))
> >> >(gdb)
> >> >
> >> >backtrace:
> >> >#0  update_handler () at update.c:1307
> >> >#1  0x080779fd in game_loop_unix (control=4) at comm.c:867
> >> >#2  0x08077402 in main (argc=2, argv=0xbfffee94) at comm.c:449
> >> >#3  0x4003c647 in __libc_start_main (main=0x8077278 <main>, argc=2,
> >> >ubp_av=0xbfffee94, init=0x8048ef0 <_init>,
> >> >    fini=0x80d76f0 <_fini>, rtld_fini=0x4000dcd4 <_dl_fini>,
> >> >stack_end=0xbfffee8c) at ../sysdeps/generic/libc-start.c:129
> >> >(gdb)
> >> >
> >> >update.c:
> >> >   for ( d = descriptor_list; d; d = d->next )
> >> >    {
> >> >        ch = d->character;
> >> >
> >> >        if (IS_SET(ch->act2, PLR2_AUTOTICK))
> >> >        {
> >> >            char *  const   message        [] =
> >> >            {
> >> >               "TICK!\n\r",
> >> >         "TICK2!\n\r"
> >> >            };
> >> >            int number;
> >> >
> >> >            number = number_range(0,1);
> >> >            send_to_char( message[number], ch);
> >> >        }
> >> >
> >> >     }
> >> >
> >> >
> >> >my act2 code for char:
> >> >
> >> >long act2;
> >> >
> >> >   if (ch->act2 != 0)
> >> >        fprintf( fp, "Act2  %s\n",   print_flags(ch->act2));
> >> >
> >> >KEY( "Act2",        ch->act2,               fread_flag( fp ) );
> >> >
> >> >seems it crashes when a person with a act2 flag is already set.
> >> >also seems it gives a random act2 flag on people already created
> >> >after i put in act2.
> >> >
> >> >
> >> >--
> >> >ROM mailing list
> >> >[email protected]
> >> >http://www.rom.org/cgi-bin/mailman/listinfo/rom
> >> >
> >>
> >
>
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