Originally posted by Reckless
Yes, but those two rooms ARE NOT patrollable, Locke.
If it says it is, it is.
What's the skinny on attributes? [Archive] - ForumsHQ
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Locke Cole
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Reckless
Re: What's the skinny on attributes? [Archive] - ForumsHQ
Oh yeah, there is no index for guards that allows them in those rooms.
Re: What's the skinny on attributes? [Archive] - ForumsHQ
Originally posted by Reckless
Oh yeah, there is no index for guards that allows them in those rooms.
Intersection of Temple St. & Stone St.
W 2316 Block Guard 0 0 0 0
Oh yeah, there is no index for guards that allows them in those rooms.
Intersection of Temple St. & Stone St.
W 2316 Block Guard 0 0 0 0
Re: What's the skinny on attributes? [Archive] - ForumsHQ
Originally posted by Locke Cole
Sorry, the numbers in the first table/listing in my post are in hex, that's what the $ (dollar sign) is for. It's a Pascal/Delphi thing, numbers that start with $ are hex. ;) The second table, the binary table, has a B at the end, but that's (unfortunately) something Delphi doesn't support. I just put the B at the end to re-enforce the idea that they were binary (as if the 1's and 0's didn't give it away enough, heh.) =)
Anyways, if HOD is 35 then that works out to be RM_PROTECTED, RM_PATROL, RM_BIT_6. I don't show the room above as being 11, but if it was, 11 would be RM_PROTECTED, RM_PATROL, RM_BIT_4. The RM_OWNABLE bit used to mean you could type "buy room" and it was supposed to do something. Back in ye olde days (somewhere around 1.1r I think) the ice sorceresses room was flagged this way and when you did "buy room" it said something along the lines of "If it was working, you'd have just bought the room!". I don't think it has anything to do with the text blocks or shops.
I'd certainly like to explore it more, and would be interested in trying to figure out what, if anything, the other bits do. I know RM_BIT_6 and RM_CLEAR are used in a handful of places but have been unable to determine their exact purpose and action.
The room above HOD is 11...as far as my dats and many other people who I have checked with.. ;)
Sorry, the numbers in the first table/listing in my post are in hex, that's what the $ (dollar sign) is for. It's a Pascal/Delphi thing, numbers that start with $ are hex. ;) The second table, the binary table, has a B at the end, but that's (unfortunately) something Delphi doesn't support. I just put the B at the end to re-enforce the idea that they were binary (as if the 1's and 0's didn't give it away enough, heh.) =)
Anyways, if HOD is 35 then that works out to be RM_PROTECTED, RM_PATROL, RM_BIT_6. I don't show the room above as being 11, but if it was, 11 would be RM_PROTECTED, RM_PATROL, RM_BIT_4. The RM_OWNABLE bit used to mean you could type "buy room" and it was supposed to do something. Back in ye olde days (somewhere around 1.1r I think) the ice sorceresses room was flagged this way and when you did "buy room" it said something along the lines of "If it was working, you'd have just bought the room!". I don't think it has anything to do with the text blocks or shops.
I'd certainly like to explore it more, and would be interested in trying to figure out what, if anything, the other bits do. I know RM_BIT_6 and RM_CLEAR are used in a handful of places but have been unable to determine their exact purpose and action.
The room above HOD is 11...as far as my dats and many other people who I have checked with.. ;)
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Locke Cole
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Re: What's the skinny on attributes? [Archive] - ForumsHQ
Originally posted by Platinum
The room above HOD is 11...as far as my dats and many other people who I have checked with.. ;)
heh, my copy of the 1.11m files, both NT and DOS, show it as being 3, which equates to RM_PROTECTED, RM_PATROL. 11 is those two plus RM_BIT_4. But like I said, neither copy of my 1.11m files shows 11 in that field. =)
The room above HOD is 11...as far as my dats and many other people who I have checked with.. ;)
heh, my copy of the 1.11m files, both NT and DOS, show it as being 3, which equates to RM_PROTECTED, RM_PATROL. 11 is those two plus RM_BIT_4. But like I said, neither copy of my 1.11m files shows 11 in that field. =)
Re: What's the skinny on attributes? [Archive] - ForumsHQ
Originally posted by Locke Cole
heh, my copy of the 1.11m files, both NT and DOS, show it as being 3, which equates to RM_PROTECTED, RM_PATROL. 11 is those two plus RM_BIT_4. But like I said, neither copy of my 1.11m files shows 11 in that field. =)
i show attribute 3 as well.
heh, my copy of the 1.11m files, both NT and DOS, show it as being 3, which equates to RM_PROTECTED, RM_PATROL. 11 is those two plus RM_BIT_4. But like I said, neither copy of my 1.11m files shows 11 in that field. =)
i show attribute 3 as well.
Re: What's the skinny on attributes? [Archive] - ForumsHQ
for those interested ... according to "sys stat" this is what i shown for each attribute (this is only as far as "sys stat" is concerned and what it shows):
1 = protected
2 = patrollable
3 = protected + patrollable
4 = _
5 = protected
6 = patrollable
7 = protected + patrollable
8 = _
9 = protected
10 = patrollable
11 = protected + patrollable
12 = _
13 = protected
14 = patrollable
15 = protected + patrollable
16 = _
_ = nothing shown in sys stat
1 = protected
2 = patrollable
3 = protected + patrollable
4 = _
5 = protected
6 = patrollable
7 = protected + patrollable
8 = _
9 = protected
10 = patrollable
11 = protected + patrollable
12 = _
13 = protected
14 = patrollable
15 = protected + patrollable
16 = _
_ = nothing shown in sys stat
Re: What's the skinny on attributes? [Archive] - ForumsHQ
That would also mean that some of us who show 11 in that room and some of us who show 3 in the room could both be right..because they mean about the same thing..plus whatever bit thing Locke was talking about that as far as I know means nothing ;)
Re: What's the skinny on attributes? [Archive] - ForumsHQ
Originally posted by Platinum
That would also mean that some of us who show 11 in that room and some of us who show 3 in the room could both be right..because they mean about the same thing..plus whatever bit thing Locke was talking about that as far as I know means nothing ;)
no he is right ... it's like this, you have 8 switches in the bit mask, a 0 means it's off, and a 1 means it's on. look:
8 7 6 5 4 3 2 1
0 0 0 0 0 0 0 0
each # (1-8) above represents a switch. the numbers (0's) below represent whether it's on or off. you can have 1 on, 2 on, 3 off, 5 on, etc. turning different aspects on and off. then you convert that binary number into a decimal number to figure out what you would enter into the attributes field. IE:
RM_PROTECTED = 00000001B; { PVP-combat is not allowed in this room }
RM_PATROL = 00000010B; { Patrollable (exact effects unknown) }
RM_OWNABLE = 00000100B; { "BUY ROOM" executes in this room }
RM_BIT_4 = 00001000B;
RM_CLEAR = 00010000B; { Clears room at cleanup? }
RM_BIT_6 = 00100000B; { Unknown }
RM_BIT_7 = 01000000B; { Ganghouse room }
RM_BIT_8 = 10000000B;
if you "totaled" this up at the bottom it would be: 11111111 (aka 255, aka FF in hex)
the reason the attributes work out the way they do in "sys stat" is because of the following:
00000001 = 1 = RM_PROTECTED
00000010 = 2 = RM_PATROL
00000011 = 3 = RM_PROTECTED + RM_PATROL
00000100 = 4 = RM_OWNABLE
00000101 = 5 = RM_PROTECTED + RM_OWNABLE
00000110 = 6 = RM_PATROL + RM_OWNABLE
00000111 = 7 = RM_PROTECTED + RM_PATROL + RM_OWNABLE
00001000 = 8 = RM_BIT_4
00001001 = 9 = RM_PROTECTED + RM_BIT_4
00001010 = 10 = RM_PATROL + RM_BIT_4
00001011 = 11 = RM_PROTECTED + RM_PATROL + RM_BIT_4
00001100 = 12 = RM_BIT_4 + RM_OWNABLE
00001101 = 13 = RM_PROTECTED + RM_BIT_4 + RM_OWNABLE
00001110 = 14 = RM_PATROL + RM_OWNABLE + RM_BIT_4
00001111 = 15 = RM_PROTECTED + RM_PATROL + RM_BIT_4 + RM_OWNABLE
00010000 = 16 = RM_CLEAR
etc etc etc
the other things like RM_CLEAR and RM_OWNABLE just don't show in sys stat, but they're still functioning.
just a note, there are many things that work this way in the computing world, this isn't just some cock-a-mamy thing WCC thought up. for example, file/directory permissions in linux work this same way.
That would also mean that some of us who show 11 in that room and some of us who show 3 in the room could both be right..because they mean about the same thing..plus whatever bit thing Locke was talking about that as far as I know means nothing ;)
no he is right ... it's like this, you have 8 switches in the bit mask, a 0 means it's off, and a 1 means it's on. look:
8 7 6 5 4 3 2 1
0 0 0 0 0 0 0 0
each # (1-8) above represents a switch. the numbers (0's) below represent whether it's on or off. you can have 1 on, 2 on, 3 off, 5 on, etc. turning different aspects on and off. then you convert that binary number into a decimal number to figure out what you would enter into the attributes field. IE:
RM_PROTECTED = 00000001B; { PVP-combat is not allowed in this room }
RM_PATROL = 00000010B; { Patrollable (exact effects unknown) }
RM_OWNABLE = 00000100B; { "BUY ROOM" executes in this room }
RM_BIT_4 = 00001000B;
RM_CLEAR = 00010000B; { Clears room at cleanup? }
RM_BIT_6 = 00100000B; { Unknown }
RM_BIT_7 = 01000000B; { Ganghouse room }
RM_BIT_8 = 10000000B;
if you "totaled" this up at the bottom it would be: 11111111 (aka 255, aka FF in hex)
the reason the attributes work out the way they do in "sys stat" is because of the following:
00000001 = 1 = RM_PROTECTED
00000010 = 2 = RM_PATROL
00000011 = 3 = RM_PROTECTED + RM_PATROL
00000100 = 4 = RM_OWNABLE
00000101 = 5 = RM_PROTECTED + RM_OWNABLE
00000110 = 6 = RM_PATROL + RM_OWNABLE
00000111 = 7 = RM_PROTECTED + RM_PATROL + RM_OWNABLE
00001000 = 8 = RM_BIT_4
00001001 = 9 = RM_PROTECTED + RM_BIT_4
00001010 = 10 = RM_PATROL + RM_BIT_4
00001011 = 11 = RM_PROTECTED + RM_PATROL + RM_BIT_4
00001100 = 12 = RM_BIT_4 + RM_OWNABLE
00001101 = 13 = RM_PROTECTED + RM_BIT_4 + RM_OWNABLE
00001110 = 14 = RM_PATROL + RM_OWNABLE + RM_BIT_4
00001111 = 15 = RM_PROTECTED + RM_PATROL + RM_BIT_4 + RM_OWNABLE
00010000 = 16 = RM_CLEAR
etc etc etc
the other things like RM_CLEAR and RM_OWNABLE just don't show in sys stat, but they're still functioning.
just a note, there are many things that work this way in the computing world, this isn't just some cock-a-mamy thing WCC thought up. for example, file/directory permissions in linux work this same way.
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Kai Shadowbane
Re: What's the skinny on attributes? [Archive] - ForumsHQ
well there is a couple more room attributes I'll throw out and see if you guys can figure out where they go:
Dao Lord Room: @cleanup if there is stuff in the room doesn't it scatter the stuff out somewhere else? (could be wrong) or perhaps there is a room that just deletes everything in it, tho the only types of rooms I could see that happening in it are stuff like the 5th quest end mage room (basically places with no exits and no way out until a boss is dead)
There are 2 ganghouse settings as well: if I remember right one setting will comply with a room sweep (normal) and one that will avoid a room sweep (vault)
Dao Lord Room: @cleanup if there is stuff in the room doesn't it scatter the stuff out somewhere else? (could be wrong) or perhaps there is a room that just deletes everything in it, tho the only types of rooms I could see that happening in it are stuff like the 5th quest end mage room (basically places with no exits and no way out until a boss is dead)
There are 2 ganghouse settings as well: if I remember right one setting will comply with a room sweep (normal) and one that will avoid a room sweep (vault)