What's the skinny on attributes? [Archive] - ForumsHQ

BlackHaze
Posts: 482
Joined: Fri May 31, 2002 5:00 am

What's the skinny on attributes? [Archive] - ForumsHQ

Post by BlackHaze »

I was just curious if anyone has like an actual list of attributes in rooms? I was playing with setting rooms so they arent safe, and came acrossed all the rooms with funky attributes and it got me curious.
Reckless

Re: What's the skinny on attributes? [Archive] - ForumsHQ

Post by Reckless »

attribute 0 = a non-safe room

attribute 3 = a safe room

attribute 9 = a safe room

attribute 35 = a safe room



not sure about the rest, those are the most common ones I've seen. Always make new areas with attribute 0 if you want ppl fighting in them. hehe
BlackHaze
Posts: 482
Joined: Fri May 31, 2002 5:00 am

Re: What's the skinny on attributes? [Archive] - ForumsHQ

Post by BlackHaze »

I was looking for something more specific actually, but thanks. Like 35 has to mean more than safe room. Whats the difference between 35 and like 1 for instance.
AdmiralAcid
Posts: 830
Joined: Tue Nov 20, 2001 6:00 am

Re: What's the skinny on attributes? [Archive] - ForumsHQ

Post by AdmiralAcid »

make a 100 room area - each with own attrib



sys stat each room



compile list of what they say - some attribs do more then 1 thing - ie:



Protected

Patrollable



and so on



i lost my list and don't have the resources to build it again...
Locke Cole
Posts: 142
Joined: Fri Jun 21, 2002 5:00 am

Re: What's the skinny on attributes? [Archive] - ForumsHQ

Post by Locke Cole »

Originally posted by AdmiralAcid

make a 100 room area - each with own attrib

compile list of what they say - some attribs do more then 1 thing



You're reading it wrong. =) It's a bitmask, each bit (flag) can be toggled on or off to enable a specific feature (patrollable, protected, etc). Here's what I have so far, basically everything that's currently used AFAIK (these are in hex, hence the $ (dollar sign))--





RM_PROTECTED = $0001; { PVP-combat is not allowed in this room }

RM_PATROL = $0002; { Patrollable (exact effects unknown) }

RM_OWNABLE = $0004; { "BUY ROOM" executes in this room }

RM_BIT_4 = $0008;

RM_CLEAR = $0010; { Clears room at cleanup? }

RM_BIT_6 = $0020; { Unknown }

RM_BIT_7 = $0040; { Ganghouse room }

RM_BIT_8 = $0080;Attributes don't do more than one thing, they do multiple things. Using the list above, if a room was protected and patrollable, you'd see a value of $0003 in it. If it was also ownable you'd see $0007. If it was protected and ownable, but not patrollable, you'd see $0005. I'm not sure what RM_CLEAR would be, I've seen it used in a few rooms but never figured out what it does. RM_BIT_6 was also used in some rooms. RM_BIT_7 is used in ganghouse rooms, I assume it's the way MMUD flags rooms to not be cleared (so you can basically rename RM_BIT_7 to RM_GANGROOM).



Map 6 Room 1354 has RM_CLEAR and RM_BIT_6 set, if someone wants to try and figure out what this does, I'd be curious. It looks like this room was intended to be "inside" the Forge of Khazarad, if you look at the text block for the room you can "go opening" and find yourself east of Martok.



Perhaps a better way to view these attribues would be to look at them as binary notation instead of hex or decimal notation--





RM_PROTECTED = 0000000000000001B; { PVP-combat is not allowed in this room }

RM_PATROL = 0000000000000010B; { Patrollable (exact effects unknown) }

RM_OWNABLE = 0000000000000100B; { "BUY ROOM" executes in this room }

RM_BIT_4 = 0000000000001000B;

RM_CLEAR = 0000000000010000B; { Clears room at cleanup? }

RM_BIT_6 = 0000000000100000B; { Unknown }

RM_BIT_7 = 0000000001000000B; { Ganghouse room }

RM_BIT_8 = 0000000010000000B;See? Each one sets one bit in the integer. If you wanted to go through and see what each flag did, you wouldn't need to make a 100 room area, you'd only need to make, at most, 16 rooms. To test multiple combinations you'd need to make 65536 rooms, but I'm really doubting that attributes are affected by eachother. =)
BlackHaze
Posts: 482
Joined: Fri May 31, 2002 5:00 am

Re: What's the skinny on attributes? [Archive] - ForumsHQ

Post by BlackHaze »

werd thanks man.
Reckless

Re: What's the skinny on attributes? [Archive] - ForumsHQ

Post by Reckless »

that's much more thorough! I'd like to see it really expounded on. HOD is 35, protected, but not patrollable. The room above HOD is 11, protected and a room you can buy in (those are done through textblocks I believe). Newhaven healer is 9, which I believe is what controls the level restriction, but it's also a protected room and you can buy in (again via textblocks however I can't find buy heal in them). Just thought I'd offer that up for more discussion. :)
Platinum
Posts: 3387
Joined: Wed Oct 24, 2001 5:00 am

Re: What's the skinny on attributes? [Archive] - ForumsHQ

Post by Platinum »

Originally posted by Reckless

Newhaven healer is 9, which I believe is what controls the level restriction, but it's also a protected room and you can buy in (again via textblocks however I can't find buy heal in them). Just thought I'd offer that up for more discussion. :)



The attribute doesn't mean a thing as far as level restriction..that's all in room exits..
Locke Cole
Posts: 142
Joined: Fri Jun 21, 2002 5:00 am

Re: What's the skinny on attributes? [Archive] - ForumsHQ

Post by Locke Cole »

Originally posted by Reckless

that's much more thorough! I'd like to see it really expounded on. HOD is 35, protected, but not patrollable. The room above HOD is 11, protected and a room you can buy in (those are done through textblocks I believe). Newhaven healer is 9, which I believe is what controls the level restriction, but it's also a protected room and you can buy in (again via textblocks however I can't find buy heal in them). Just thought I'd offer that up for more discussion. :)

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.
Reckless

Re: What's the skinny on attributes? [Archive] - ForumsHQ

Post by Reckless »

Yes, but those two rooms ARE NOT patrollable, Locke.
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