Softcode

Dice Rolling

I have created the command +roll, which simulates rolling a dice by using the rand() function. I know it works because when I change think for say I get the result. however I want to be able to use this in other commands so just saying the number won't do much good. I need the command to work from within another command.
I have attacked some code snippets below. these are, of corse, what I belive to be correct. It may be that I am takeing a completely wrong approach to this.

just roll and 'return' the result
ROLLADICE [#5]: $+roll *:think rand(1,%0)

Free money machine

I am trying to make a machine that gives wizards free money to create stuff. I can make sure that the machine is regularly 'topped up' with a supply of money. however it does not seem to be working. here is my current code:

&givemoney money = $freemoney:@force me=give %n = 50

when I run the command nothing happens, I don't get the standard
'Huh? (Type "help" for help.)'
response, just nothing.

editing exits 2

Is it possible to change the name of an exit without deleting it and re-creating it?

editing exits

Is it possible to change the destination of an exit without removeing it?

+countries

I threw up a new release (1.0.1) of my +countries code for displaying a breakdown of what countries players are connecting from, and converting between country name and domain extension. The only change is some updates to country names... unless you have people connecting from Nepal or Venezuela, there's no need to upgrade an already-installed copy. If you're interested in seeing it in action, it's on M*U*S*H.

http://raevnos.pennmush.org/mushcode or http://download.pennmush.org/MUSHCode.

Documenting softcode (gasp)

When I need something softcoded, especially a function, chances are I'll code it myself. Even if it exists. Even if it exists on the same MUSH. There are several reasons for that, but one's a fairly big one: Softcode is hard to read. Doubly so if you didn't code it. What's worse, since softcode doesn't have a function definition like you would in C or Python or whatnot, you don't have even the self-documentation that comes from variable names, and in fact you may have to dig deep to even see how many arguments a function takes, let alone determine which ones are optional. I've been wanting to do something about that for a while (read: at least 3 years), but this time I actually did come up with a partial solution.

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SceneSys: Progress

Keeping a nice list of progress on SceneSys, and what still needs to be done.

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SceneSys: Ideas

Recently, Javelin graciously let me have a look at the Storyboard system which used to be on Rio: Manhã de Carnaval, to let me get an idea of a similar system. It does what I planned for the web-side of SceneSys, and then some more. So I wanna note down some ideas that have spawned from this little look at it.

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SceneSys: A roleplaying log system for MySQL

Over time, PennMUSH has been seeing more and more connectivity with MySQL and other such server software. Forums, bboards - even rumors of the Anomaly Jobs system stepping onto MySQL.
Ever since I started touching MySQL on my sandbox, ideas have begun to grow. SceneSys is one such idea. In this post, I will lay out this system for you. If you have any questions, leave me a comment! I'd love to answer any questions you may have.

Statistical Analysts

Was thinking of picking up some of my old code to create a mechanical simulation to which Mecha can be built using a statistical system (From parts that already exist in the game) and fought with. Like Steel Battalion in MUSH form.

If there's interest in this project, I'll continue it. I have a server that can be utilized for just this purpose. In the meanwhile..

I'll need a statistical analyst, someone who thinks they can create parts and a system that's balanced and fair. I can code it, but my skills in stats aren't.. perfect, not to the quality I'd like them to be.

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