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Undiscovered Flag? [Archive] - ForumsHQ

Posted: Thu Jul 31, 2003 9:23 am
by Necrosaro420
I was thinking. WOuldnt your alignment (Saint/Lawful/Good/Neutral/Seedy/Outlaw/Villian/FIEND) Have to be a flag for it to know which temple to put you in when you die?

Re: Undiscovered Flag? [Archive] - ForumsHQ

Posted: Thu Jul 31, 2003 12:23 pm
by Rust In Peace
I would think it's done thru text-blocks..

Re: Undiscovered Flag? [Archive] - ForumsHQ

Posted: Thu Jul 31, 2003 2:08 pm
by MrBlack
I thought there was an offset in the rooms that tells where good/nuetral go on death, and one for evil on death..I can't remember for sure, been months since I opened a dat tho ;)

Re: Undiscovered Flag? [Archive] - ForumsHQ

Posted: Thu Jul 31, 2003 2:54 pm
by syntax53
I would assume without testing that if there is no "Death Room" assigned to the room the player died in then the dll checks the current alignment and puts them in the corresponding default death room (halls of the dead or ethereal chamber). probably not through textblocks/dats or anything, just the dll.



-syn

Re: Undiscovered Flag? [Archive] - ForumsHQ

Posted: Thu Jul 31, 2003 6:48 pm
by Necrosaro420
Well I did a search in the wccmmud.dll file and the temple room # is not in that file anywhere...?

Re: Undiscovered Flag? [Archive] - ForumsHQ

Posted: Thu Jul 31, 2003 8:20 pm
by Locke Cole
Originally posted by Necrosaro420

Well I did a search in the wccmmud.dll file and the temple room # is not in that file anywhere...?

That's because it's stored in binary, and further, it's stored in little endian format. You won't find it unless you convert the value to hex, then convert the resulting hex to little endian.



Edit: On a side note, if it were up to me and I was coding MajorMUD, I'd handle death via a text block specified in each room. Right now they use four bytes to specify a single death room on the same map, so why not utilize those four bytes to execute a text block to teleport the player to.



In the order of events as far as MajorMUD is concerned, it'd go like this--



1) Player drops below death HP.

2) MajorMUD distributes items into current room and onto trail and finally to the support chamber if anything is left over.

3) MajorMUD handles any player cleanup that needs to take place (spells removed, loyal items left in inventory (kind of goes hand in hand with #2 above), etc).

4) MajorMUD checks for a death text block to execute when a player dies. If none is provided, it sends the player to a specific hardcoded room. If one IS provided, the text block would be a set of script commands that it would execute a line at a time until one was successful.



This would allow for evil point checking and failing that line if too few EP are present, etc. Further, it'd allow for class or race checking, which I think would be cool because you could send chars back to their 'racial homeland' if they die.



Mostly it would provide more control and get rid of the hardcoded data that's a pain for even Metro to change I imagine. There's plenty of other ways the game could be improved at the DLL level too, but I could probably write an essay on that sort of thing. =)

Re: Undiscovered Flag? [Archive] - ForumsHQ

Posted: Thu Jul 31, 2003 9:25 pm
by Rust In Peace
Does NMR have the option to specify where to send people after they die?

Re: Undiscovered Flag? [Archive] - ForumsHQ

Posted: Thu Jul 31, 2003 9:35 pm
by syntax53
Originally posted by Rust In Peace

Does NMR have the option to specify where to send people after they die?



no. like we have been saying, the death room teleporting is handled by the dll. the rooms are defined in the dll. nightmare does not and never will edit the dll.

Re: Undiscovered Flag? [Archive] - ForumsHQ

Posted: Fri Aug 01, 2003 12:56 am
by Rust In Peace
So how does majormud determine where you go when you die? Lost City, Arlysia or Silvermere? Or rather, say you're editing a bunch of new areas off of say, Arlysia, and you would like for people to go to Arlysia when they die instead of Silvermere. How do you distinguish the difference and accomplish that?

Re: Undiscovered Flag? [Archive] - ForumsHQ

Posted: Fri Aug 01, 2003 10:00 am
by syntax53
Originally posted by Rust In Peace

So how does majormud determine where you go when you die? Lost City, Arlysia or Silvermere? Or rather, say you're editing a bunch of new areas off of say, Arlysia, and you would like for people to go to Arlysia when they die instead of Silvermere. How do you distinguish the difference and accomplish that?



oh, well if you aren't talking about having to do with the alignment there is a field on the room db titled "death room." if the death room is defined for a room then that is where all users will go if they die in that room, regardless of alignment.