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Re: Nightmare and v1.11J [Archive] - ForumsHQ

Posted: Wed Jan 01, 2003 3:18 am
by dxpac666
as long as you brought up the user dat, syn... One of my QW's for a new class didn't show up in quest halls, I couldn't conjure it, so I went into user editor while the board was down, and put it on the user. When I brought the board up, not only did he not have the QW, but he was completely naked. Whats up with that? I never use the user editor, so I dunno how stable it is.

Re: Nightmare and v1.11J [Archive] - ForumsHQ

Posted: Wed Jan 01, 2003 5:55 am
by Atma
Originally posted by dxpac666

as long as you brought up the user dat, syn... One of my QW's for a new class didn't show up in quest halls, I couldn't conjure it, so I went into user editor while the board was down, and put it on the user. When I brought the board up, not only did he not have the QW, but he was completely naked. Whats up with that? I never use the user editor, so I dunno how stable it is.



I've been using it a lot in j since they took away sys conjure/edit/teleport. It's never steered me wrong. Just have to make sure you save it while they're out of mud or else when they exit, die, or save naturally it'll overwrite any edits.

Re: Nightmare and v1.11J [Archive] - ForumsHQ

Posted: Wed Jan 01, 2003 7:25 am
by Locke Cole
Originally posted by Atma

Got it. This one was a pecker to find though because I was expecting a simple 00/01 difference... and it wasn't. Quite frankly, I don't know how this works, all I know when I changed the highlighted byte from FF to 01, they stopped stacking. So I figured if I change it to 02, the room will hold 34 of them instead of 17. Wrong, still 17. Back to FF, and I can stack about as many as I cared to try (got to about 70-something and quit). So the only values I know work are 01 as unstackable and FF as stackable... even though when I checked a lot of different items have different values there. Anyway, item is black plate leggings (as you can see hehe)...

I'm pretty sure the byte(s) you have highlighted is the number of uses in an item-- in this case, FF FF is -1 uses. You should be able to verify this by looking at say, the gnarled wand. It has ten uses, so look for 00 0A. Perhaps the number of uses somehow influences whether an item can stack?

Re: Nightmare and v1.11J [Archive] - ForumsHQ

Posted: Wed Jan 01, 2003 7:38 am
by Atma
Originally posted by Locke Cole

I'm pretty sure the byte(s) you have highlighted is the number of uses in an item-- in this case, FF FF is -1 uses. You should be able to verify this by looking at say, the gnarled wand. It has ten uses, so look for 00 0A. Perhaps the number of uses somehow influences whether an item can stack?



Yeah, I tested, you're right... I copied the item and changed its uses to 1 and it stopped stacking. I sure do love the way this game works. Stacking based on uses... Somebody outta whoop Lance's ass for that one, sigh

Re: Nightmare and v1.11J [Archive] - ForumsHQ

Posted: Wed Jan 01, 2003 7:47 am
by Locke Cole
Originally posted by Atma





Yeah, I tested, you're right... I copied the item and changed its uses to 1 and it stopped stacking. I sure do love the way this game works. Stacking based on uses... Somebody outta whoop Lance's ass for that one, sigh

It at least explains the ordeal Metro had with Storm Fortress and the storm giants dropping stormmetal bracers and then peoples gear poofing because it couldn't fit after the place had been occupied for a few weeks/months. The reason they couldn't stop the stacking is because the bracers had uses on them. If someone can think of an item that HAS uses and DOES NOT stack, I'd be curious to see if there's some way to disable this 'feature'. In any case, this should definately be documented someplace though so it's not looked for again by someone else. =)



BTW: I think you're right on the robbable flag-- I had the exact byte you highlighted commented out in my struct for it, but never got around to testing whether it really did determine if it was robbable. I figure your testing with my older work pretty much assures us that it's right (and will likely add it to MMVIEW/MMEDIT).



As a side note, I think the byte that determines whether an item affects you while in your inventory is the byte past the robbable byte. It's boolean, 00 = affects even while in inventory (not eq'd), 01 = affects only while worn/eq'd. This was the only thing I could find to differentiate the various skiff items from regular items.

Re: Nightmare and v1.11J [Archive] - ForumsHQ

Posted: Wed Jan 01, 2003 8:50 am
by NIN
someone ought to try to get metro to fully re-write mud, maybe alot of problems would be fixed.



haha j/king!

Re: Nightmare and v1.11J [Archive] - ForumsHQ

Posted: Wed Jan 01, 2003 11:03 am
by Rust In Peace
Don't uses count as 1 item. So a full gnarled wand would count as 11 items? I remember having a problem putting shit w/ uses into gang houses. The room filled up MUCH faster than usual.

Re: Nightmare and v1.11J [Archive] - ForumsHQ

Posted: Wed Jan 01, 2003 11:07 am
by Atma
Originally posted by Rust In Peace

Don't uses count as 1 item. So a full gnarled wand would count as 11 items? I remember having a problem putting shit w/ uses into gang houses. The room filled up MUCH faster than usual.



No, by default a room can hold 17 visable items and 15 hidden items. However apparently items with -1 uses can be stacked so that 50 of them only counts as 1 item rather than 50 like it would if they had uses. Stupid, isn't it?

Re: Nightmare and v1.11J [Archive] - ForumsHQ

Posted: Wed Jan 01, 2003 11:09 am
by Rust In Peace
Heh thats retarded.. what has -1 uses tho?

Re: Nightmare and v1.11J [Archive] - ForumsHQ

Posted: Wed Jan 01, 2003 11:14 am
by Atma
Originally posted by Rust In Peace

Heh thats retarded.. what has -1 uses tho?



-1 is what they set to things that don't have any uses... Like a chainmail coif.