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demoneyoungblood
Apprentice


Joined: 16 Dec 2002
Posts: 114
Location: USA

PostPosted: Fri Apr 22, 2005 1:27 pm   

Equipment Database task.... VERY VERY VERY LONG!
 
Ok, I know there are numerous things concerning databases here, i have looked through them and still have questions, so I have included as much information as possible, tons of identify samples, and my questions at bottom. I am not asking for anyone to *write* the script, just some information on how a few things works. Thank you :)


-=-=-=-=-=-=-=-=-=-=-=-=-=-=( Code of Chivalry )=-=-=-=-=-=-=-=-=-=-=-=-=-=-
| ************************************************************************** |
| * Keywords: code * |
| * Long Description: A large book with the title "Code of Chivalry" is he * |
| * Type: treasure * |
| * Flags: none * |
| * Location: take * |
| * Weight: 0, Value: 7600, Level: 1 * |
| * This object is owned by the [Chivalry] clan. * |
| ************************************************************************** |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=( Code of Chivalry )=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=( Pendant of Luck )=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
| *************************************************************************** |
| * Keywords: Pendant of Luck * |
| * Long Description: A lucky pendant is buried. * |
| * Type: armor * |
| * Flags: glow hum magic * |
| * Location: take neck * |
| * Weight: 1, Value: 50000, Level: 201 * |
| * Armor: Pierce: 65, Bash: 65, Slash: 65, Magic: 65 * |
| * Affects damage roll by 25. * |
| * Affects hit roll by 25. * |
| * Affects mana by 500. * |
| * Affects hp by 500. * |
| *************************************************************************** |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=( Pendant of Luck )=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=-=-=-=-=-=-=-=-=-=-=-=( Armor of the Guardian )=-=-=-=-=-=-=-=-=-=-=-=-=-
| *************************************************************************** |
| * Keywords: Armor of the Guardian * |
| * Long Description: The guardian's armor has been lost! * |
| * Type: armor * |
| * Flags: glow hum invis magic * |
| * Location: take body * |
| * Weight: 0, Value: 50000, Level: 201 * |
| * Armor: Pierce: 70, Bash: 70, Slash: 70, Magic: 70 * |
| * Affects saves by -1. * |
| * Affects damage roll by 35. * |
| * Affects hit roll by 35. * |
| * Affects mana by 200. * |
| * Affects hp by 200. * |
| *************************************************************************** |
-=-=-=-=-=-=-=-=-=-=-=-=-=( Armor of the Guardian )=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=( Watcher's Dagger )=-=-=-=-=-=-=-=-=-=-=-=-=-=-
| ************************************************************************** |
| * Keywords: Watcher's Dagger * |
| * Long Description: An acid eched dagger is here. * |
| * Type: weapon * |
| * Flags: hum magic * |
| * Location: take wield * |
| * Weight: 0, Value: 1000, Level: 201 * |
| * Weapon type is dagger. * |
| * Damage is 30d25 (average 390). * |
| * Damage: acidic bite * |
| * Flags: sharp * |
| * Affects mana by 100. * |
| * Affects hp by 111. * |
| * Affects damage roll by 40. * |
| * Affects hit roll by 40. * |
| ************************************************************************** |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=( Watcher's Dagger )=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=( A Flaming Dagger )=-=-=-=-=-=-=-=-=-=-=-=-=-=-
| ************************************************************************** |
| * Keywords: A Flaming Dagger * |
| * Long Description: A dagger points towards the ground. * |
| * Type: weapon * |
| * Flags: glow hum magic * |
| * Location: take wield * |
| * Weight: 0, Value: 45000, Level: 201 * |
| * Weapon type is dagger. * |
| * Damage is 30d25 (average 390). * |
| * Damage: flame * |
| * Flags: sharp * |
| * Affects hp by 150. * |
| * Affects mana by 150. * |
| * Affects damage roll by 35. * |
| * Affects hit roll by 35. * |
| ************************************************************************** |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=( A Flaming Dagger )=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=( Guardian Blade )=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
| ************************************************************************** |
| * Keywords: Guardian's Blade * |
| * Long Description: The bloodied blade of the Vampire King's guards lies * |
| * Type: weapon * |
| * Flags: glow hum antigood * |
| * Location: take wield * |
| * Weight: 0, Value: 30000, Level: 201 * |
| * Weapon type is dagger. * |
| * Damage is 33d25 (average 429). * |
| * Damage: thrust * |
| * Flags: frost sharp * |
| * Affects moves by 175. * |
| * Affects mana by 175. * |
| * Affects hp by 175. * |
| * Affects hit roll by 30. * |
| * Affects damage roll by 30. * |
| ************************************************************************** |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=( Guardian Blade )=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=-=-=-=-=-=-=-=-=-=-=-=( Sword of the Guardian )=-=-=-=-=-=-=-=-=-=-=-=-=-
| *************************************************************************** |
| * Keywords: Sword of the Guardian * |
| * Long Description: A strong sword is in the ground. * |
| * Type: weapon * |
| * Flags: glow hum magic * |
| * Location: take wield * |
| * Weight: 1, Value: 50000, Level: 205 * |
| * Weapon type is sword. * |
| * Damage is 30d27 (average 420). * |
| * Damage: grep * |
| * Flags: sharp poison * |
| * Affects damage roll by 45. * |
| * Affects hit roll by 45. * |
| * Affects mana by 100. * |
| * Affects hp by 100. * |
| *************************************************************************** |
-=-=-=-=-=-=-=-=-=-=-=-=-=( Sword of the Guardian )=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=( an old style Broadsword )=-=-=-=-=-=-=-=-=-=-=-=-=
| *************************************************************************** |
| * Keywords: Broadsword * |
| * Long Description: An old style Broadsword lies here collecting dust. * |
| * Type: weapon * |
| * Flags: glow hum magic bless burnproof nolocate * |
| * Location: take wield * |
| * Weight: 2, Value: 900, Level: 201 * |
| * Weapon type is sword. * |
| * Damage is 33d29 (average 495). * |
| * Damage: fracture * |
| * Flags: frost sharp vorpal two-handed shocking poison * |
| * Affects damage roll by 75. * |
| * Affects hit roll by 75. * |
| * Affects mana by 500. * |
| * Affects hp by 500. * |
| *************************************************************************** |
=-=-=-=-=-=-=-=-=-=-=-=-=( an old style Broadsword )=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=-=-=-=-=-=-=( an old style Broadsword )=-=-=-=-=-=-=-=-=-=-=-=-=
| *************************************************************************** |
| * Keywords: Broadsword * |
| * Long Description: An old style Broadsword lies here collecting dust. * |
| * Type: weapon * |
| * Flags: glow hum magic bless burnproof nolocate * |
| * Location: take wield * |
| * Weight: 2, Value: 900, Level: 202 * |
| * Weapon type is sword. * |
| * Damage is 33d29 (average 495). * |
| * Damage: morality * |
| * Flags: frost sharp vorpal two-handed shocking poison * |
| * Affects damage roll by 75. * |
| * Affects hit roll by 75. * |
| * Affects mana by 500. * |
| * Affects hp by 500. * |
| *************************************************************************** |
=-=-=-=-=-=-=-=-=-=-=-=-=( an old style Broadsword )=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=-=-=-=-=-=-=( Key to Odvard's Armoury )=-=-=-=-=-=-=-=-=-=-=-=-=
| *************************************************************************** |
| * Keywords: key armoury * |
| * Long Description: A small key lies here on the floor, forgotten by its * |
| * Type: key * |
| * Flags: antievil burnproof * |
| * Location: take * |
| * Weight: 1, Value: 1, Level: 1 * |
| * This object is owned by the [Chivalry] clan. * |
| *************************************************************************** |
=-=-=-=-=-=-=-=-=-=-=-=-=( Key to Odvard's Armoury )=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=( the Mining Pickaxe )=-=-=-=-=-=-=-=-=-=-=-=-=-=
| ************************************************************************** |
| * Keywords: mining pick axe pickaxe * |
| * Long Description: A large tool used for digging is half-buried. * |
| * Type: weapon * |
| * Flags: glow hum magic * |
| * Location: take wield * |
| * Weight: 4, Value: 350000, Level: 201 * |
| * Weapon type is axe. * |
| * Damage is 30d25 (average 390). * |
| * Damage: grep * |
| * Flags: sharp poison * |
| * Affects level by 3. * |
| * Affects intelligence by -5. * |
| * Affects wisdom by -5. * |
| * Affects strength by 5. * |
| * Affects mana by 350. * |
| * Affects hp by 350. * |
| * Affects damage roll by 80. * |
| * Affects hit roll by 80. * |
| ************************************************************************** |
=-=-=-=-=-=-=-=-=-=-=-=-=-=( the Mining Pickaxe )=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=( Shades of Darkness )=-=-=-=-=-=-=-=-=-=-=-=-=-=
| ************************************************************************** |
| * Keywords: Shades of Darkness * |
| * Long Description: Some blinding glasses are here * |
| * Type: armor * |
| * Flags: none * |
| * Location: take eyes * |
| * Weight: 0, Value: 332500, Level: 201 * |
| * Armor: Pierce: 1000, Bash: 1000, Slash: 1000, Magic: 1000 * |
| ************************************************************************** |
=-=-=-=-=-=-=-=-=-=-=-=-=-=( Shades of Darkness )=-=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=-=-=-=-=-=-=( A patch of chest hair )=-=-=-=-=-=-=-=-=-=-=-=-=
| ************************************************************************** |
| * Keywords: chest patch hair * |
| * Long Description: A large patch of hair lies here. * |
| * Type: armor * |
| * Flags: glow magic antigood nonmetal burnproof nolocate * |
| * Location: take patch * |
| * Weight: 2, Value: 100000, Level: 203 * |
| * Armor: Pierce: 80, Bash: 80, Slash: 80, Magic: 80 * |
| * Affects dexterity by 2. * |
| * Affects constitution by 2. * |
| * Affects intelligence by 2. * |
| * Affects wisdom by 2. * |
| * Affects strength by 2. * |
| * Affects damage roll by 50. * |
| * Affects hit roll by 50. * |
| * Affects mana by 225. * |
| * Affects hp by 225. * |
| ************************************************************************** |
=-=-=-=-=-=-=-=-=-=-=-=-=( A patch of chest hair )=-=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=( lion cloth )=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
| ************************************************************************** |
| * Keywords: lion cloth * |
| * Long Description: A dirty loin cloth lies here. * |
| * Type: armor * |
| * Flags: glow magic antigood burnproof nolocate * |
| * Location: take waist * |
| * Weight: 5, Value: 100, Level: 203 * |
| * Armor: Pierce: 100, Bash: 100, Slash: 100, Magic: 100 * |
| * Affects saves by -5. * |
| * Affects dexterity by 2. * |
| * Affects intelligence by 2. * |
| * Affects wisdom by 2. * |
| * Affects hp by 300. * |
| * Affects damage roll by 50. * |
| * Affects hit roll by 50. * |
| ************************************************************************** |
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=( lion cloth )=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=( Almea's Stare )=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
| *************************************************************************** |
| * Keywords: almea stare eyes * |
| * Long Description: A pair of eyes that stare back lie here. * |
| * Type: armor * |
| * Flags: glow magic nonmetal burnproof nolocate * |
| * Location: take eyes * |
| * Weight: 3, Value: 0, Level: 203 * |
| * Armor: Pierce: 150, Bash: 150, Slash: 150, Magic: 150 * |
| * Modifies damage from light by -15%. * |
| * Affects mana by 300. * |
| * Affects hp by 300. * |
| * Affects damage roll by 100. * |
| * Affects hit roll by 90. * |
| *************************************************************************** |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=( Almea's Stare )=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=( A potion of sanctuary major )=-=-=-=-=-=-=-=-=-=-=-=
| *************************************************************************** |
| * Keywords: potion sanct sanctuary major * |
| * Long Description: A potion of sanctuary major is here. * |
| * Type: potion * |
| * Flags: magic * |
| * Location: take hold * |
| * Weight: 10, Value: 3000, Level: 21 * |
| * A potion of sanctuary major contains level 100 spells of: * |
| * 'sanctuary major'. * |
| *************************************************************************** |
=-=-=-=-=-=-=-=-=-=-=-=( A potion of sanctuary major )=-=-=-=-=-=-=-=-=-=-=-=

=-=-=-=-=-=-=-=-=-=-=-=-=-=( Claws of Leviathan )=-=-=-=-=-=-=-=-=-=-=-=-=-=
| ************************************************************************** |
| * Keywords: Claws of Leviathan * |
| * Long Description: A mighty claw lies here. * |
| * Type: weapon * |
| * Flags: glow hum magic * |
| * Location: take wield * |
| * Weight: 2, Value: 45000, Level: 201 * |
| * Weapon type is exotic. * |
| * Damage is 30d25 (average 390). * |
| * Damage: water * |
| * Flags: sharp * |
| * Affects damage roll by 55. * |
| * Affects hit roll by 35. * |
| * Affects hp by 50. * |
| * Affects mana by 300. * |
| ************************************************************************** |
=-=-=-=-=-=-=-=-=-=-=-=-=-=( Claws of Leviathan )=-=-=-=-=-=-=-=-=-=-=-=-=-=

-=-=-=-=-=-=-=-=-=-=( Ancient Statue of the God Jaknive )=-=-=-=-=-=-=-=-=-=-
| *************************************************************************** |
| * Keywords: ancient statue of the god * |
| * Long Description: A small Statue of the God Jaknive is centered in the * |
| * Type: treasure * |
| * Flags: sellextract nolocate * |
| * Location: take * |
| * Weight: 0, Value: 0, Level: 0 * |
| *************************************************************************** |
-=-=-=-=-=-=-=-=-=-=( Ancient Statue of the God Jaknive )=-=-=-=-=-=-=-=-=-=-


-=-=-=-=-=-=-=-=-=-=-=-=-=-=( Sword of Lucifer )=-=-=-=-=-=-=-=-=-=-=-=-=-=-
| ************************************************************************** |
| * Keywords: Sword of Lucifer * |
| * Long Description: The Sword of lucifer calls for your soul. * |
| * Type: weapon * |
| * Flags: glow hum evil magic * |
| * Location: take wield * |
| * Weight: 0, Value: 50000, Level: 201 * |
| * Weapon type is sword. * |
| * Damage is 30d25 (average 390). * |
| * Damage: life drain * |
| * Flags: sharp * |
| * Affects damage roll by 55. * |
| * Affects hit roll by 45. * |
| * Affects mana by 200. * |
| * Affects hp by 200. * |
| ************************************************************************** |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=( Sword of Lucifer )=-=-=-=-=-=-=-=-=-=-=-=-=-=-


Name: Text
Keywords: Text
Long Description: Text
Type: treasue, armor, weapon, key, potion (single option)
Flags: glow, hum, magic, invis, antigood, bless, burnproof, nolocate, antievil, none, nonmetal, sellextract, evil (Option List)
Location: take, neck, body, wield, eyes, patch, waist, hold, (Option List (as some will have take/hold, take/wield, etc))
Weight: Number
Value: Number
Level: Number
AC[Pierce]: Number
AC[Bash]: Number
AC[Slash]: Number
AC[Magic]: Number
Hitroll: Number
Damroll: Number
Mana: Number
HP: Number
Saves: Number
Weapon type: dagger, sword, axe, exotic (single option)
Damage: ##d## (not sure what type i should set this as)
Average: Number
DType: life drain, water, fracture, morality (single option)
WFlags: sharp, vorpal, vampirc (option list)
Strength: Number
Intelligence: Number
Wisdom: Number
Dexterity: Number
Constitution: Number

Ok, I know that is a TON of identifies that were pasted, but it should give more than enough info..
I've broken down pretty much all of the fields ive come across so far and narrowed down what types they are...
my problems however are summed up in the following questions:

1.) As you can see from the id log, the name is displayed in the:
-=-=-=-=-=-=-=-=-=-=-=-=-=-=( Sword of Lucifer )=-=-=-=-=-=-=-=-=-=-=-=-=-=-
at top and bottom of each object, how would i set it up to realize that one starts and one ends the identify class?

2.) With the "option" type fields, how do I force the trigger to set *all* of the options correctly, i dont understand how
that part works yet, as im still tinkerring.

3.) And finally, my last problem... If you look at the WEAPON identifies... you'll notice there are two
| * Flags:
fields, one is for item flags (Flags), and the other for Weapon Flags (WFlags), they both appear the same though... how do I
separate the two so that it doesnt muck up the database when i actually start on it :-D

4.) Ok.. so I lied, one other thing.. some of the weapons are variable "DType", ie: One pop it may be flaming, the next repop
it could be freezing bite or such.. Any suggestions on how to handle that factor?

Sorry for the length of this, but I wanted to try and be as completely thorough as possible, and will truly appreciate any guidance in
this matter :).
_________________
-Demone YoungBlood
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DeReP
Adept


Joined: 14 Jun 2003
Posts: 222
Location: Chile

PostPosted: Fri Apr 22, 2005 7:49 pm   
 
1) Ok taking a look at it you should start capturing into a database variable with that line, and end it with a condition of the same trigger, let me explain.
#TRIGGER {-=-=-=-=-=-=-=-=-=-=-=-=-=-=( &item.name )=-=-=-=-=-=-=-=-=-=-=-=-=-=-} {#T+ Identify}
#COND {-=-=-=-=-=-=-=-=-=-=-=-=-=-=( (*) )=-=-=-=-=-=-=-=-=-=-=-=-=-=-} {#T- Identify}
That should start and stop the identify class when both lines are received.


2) option fields are used like this {option|Param=value}

3)Maybe using conditions again, but this time giving it a time parameter to capture the id, lets say 1 second.
#TRIGGER {~| ~* Flags: &item.ItemFlag ~* ~|}
#COND {~| ~* Flags: &item.WFlag ~* ~|} {} {dur|Param=1000}

Now this would capture the first flag field and store it in the ItemFlag part of the variable, then it will match the condition for 1 second, and if it finds a new "| * Flags: (*) * |" it will store the content of the (*) into the Wflag part of the variable.

4)Im not sure I understood this correctly sorry.

Ok so as you see I use the &variable.data type of variable, i found this most comfortable couse it prevents the use of assigning variable data via another command, data is stored right away in the correct field. Some ppl prefer to use the #ADDKEY command
Basically they are the same, as you are capturing twxt from the mud, I would use the &variable, if you want to assign a vertain value to the variable yourself, use the #ADDKEY command.
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DeReP
Adept


Joined: 14 Jun 2003
Posts: 222
Location: Chile

PostPosted: Fri Apr 22, 2005 8:24 pm   
 
Ok taking a closer look at it, I came up with this sketch for an item id

Code:

#TRIGGER {-=-=-=-=-=-=-=-=-=-=~( &item.name ~)=-=-=-=-=-=-=-=-=-=-} {#T+ Identify;#DBLOAD Items; #IF (%find( "@item.name", all) !=%null) {#ECHO Item already in dabatase;#T- Identify}
#COND {-=-=-=-=-=-=-=-=-=-=~( (*) ~)=-=-=-=-=-=-=-=-=-=-} {#T- Identify;#DBLOAD Items;#NEW It @Item;#DBSAVE;#ECHO Item added;#CO high,red;#VAR item ""}
#CLASS {Identify} {disable}
#TRIGGER {~| ~* Keywords: &item.keywords ~* ~|}
#TRIGGER {~| ~* Long Description: &item.Desc ~* ~|}
#TRIGGER {~| ~* Type: &item.type ~* ~|}
#TRIGGER {~| ~* Flags: &item.ItemFlags ~* ~|}
#COND {~| ~* Flags: &item.WFlags ~* ~|} {} {dur|Param=1000}
#TRIGGER {~| ~* Location: &item.location ~* ~|}
#TRIGGER {~| ~* Weight: &item.weight, Value: &item.value, Level: &item.level ~* ~|}
#TRIGGER {~| ~* Armor: Pierce: &item.ACPierce, Bash: &item.ACBash, Slash: Item.ACSlash, Magic: &item.ACMagic ~* ~|}
#TRIGGER {~| ~* Weapon type is &weapon.type~. ~* ~|}
#TRIGGER {~| ~* Damage is &item.DamageDice ~(average &item.avg~). ~* ~|}
#TRIGGER {~| ~* Affects saves by &item.save~. ~* ~|}
#TRIGGER {~| ~* Affects damage roll by &item.dr~. ~* ~|}
#TRIGGER {~| ~* Affects hit roll by &item.hr~. ~* ~|}
#TRIGGER {~| ~* Affects hp by &item.hp~. ~* ~|}
#TRIGGER {~| ~* Affects mana by &item.mana~. ~* ~|}
#TRIGGER {~| ~* Affects dexterity by &item.dex~. ~* ~|}
#TRIGGER {~| ~* Affects intelligence by &item.int~. ~* ~|}
#TRIGGER {~| ~* Affects strength by &item.str~. ~* ~|}
#TRIGGER {~| ~* Affects wisdom by &item.wis~. ~* ~|}
#TRIGGER {~| ~* Affects constitution by &item.con~. ~* ~|}
#TRIGGER {~| ~* * contains level &item.SpellLevel spells of: ~* ~|$~| ~* ~'&item.spell~'. ~* ~|}
#CLASS 0


I think that should give you an idea of how I capture my id's, now everything you listed as the type of field each one will have, has to be set within the database, when you are building each field. This only works if you use the same field type give to the variable as the field in the database, so Intelligence should have a field called int in this case, and so on.
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demoneyoungblood
Apprentice


Joined: 16 Dec 2002
Posts: 114
Location: USA

PostPosted: Fri Apr 22, 2005 10:38 pm   Thank you :)
 
Ok, just leaves me one more question....
All the help files on that mud use a very similar format to the identify spell...
here is an example of a help file:
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=( (0424) SCORE )=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
| ************************************************************************** |
| * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= * |
| * Syntax: score * |
| * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= * |
| * Score shows your current statistics for your character in an easy to * |
| * read format. * |
| * * |
| * See also: attributes * |
| ************************************************************************** |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=( (0424) SCORE )=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

how do i make sure it doesnt try to put help files in the database? Perhaps just alias identify to control the trigger class would be the best idea? And then remove the trigger class in the id triggerset as originally done?
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-Demone YoungBlood
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