Systems
(Shotgun) DSS Chargen Code
Submitted by Reaver on Sat, 2009-12-05 07:03Some more scraps I found. I ended up recoding some of the chargen commands to work with my systems. This might give some indication of the approach I used to reprogram the system, and make it easier to reproduce things if people are interested.
@create DSS Chargen Commands
@link DSS Chargen Commands = #0
@set DSS Chargen Commands = WIZARD
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Old Reworked DSS Database Code (Scraps)
Submitted by Reaver on Sat, 2009-12-05 06:53A long, long time ago. In a galaxy far away...
I reworked Dahan's Skill System Database code to support strings of data in a more clean and convenient way. It was to be said that my admin had decided with me, that we would prefer to not have a skill system on our MUSH at that time. With the wave of my hand, I destroyed the system. However, after a little scrounging, I was able to find the back up of the database I had. Everyone is free to peruse it, it is little information that I have. This technology is long gone and decayed to the sands of time.
@create DSS Database
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Virtual Inventory +Look Code
Submitted by Reaver on Sat, 2009-12-05 06:43A nice little expansion to add +look to your arsenal of commands in the Virtual Inventory System. As the title says, this is the +look code to look at an item, and get its description. It applies to items in the room, as well as the user's inventory.
+look *: Is the proper syntax.
You can add descriptions for item types by adding &DESC_# Item Database=Description.
For example, if
&1_GENERAL Item Database=Food
is your item.. Then..
&1_DESC Item Database=An edible item made of delicious.
would be your description.
Replaced #27 with the dbref of your Item System.
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Virtual Item Comsystem
Submitted by Reaver on Fri, 2009-12-04 06:23#27 Should be the dbref of your Item System. This object needs to be in the Master Room.
You will need to create a new entry in your Item Database, as well.
&#_GENERAL Item Database=COMSYS
# can be replaced with any free database entries you have. (That is, if you're using the default database, you can just make it 2. Since the default database only has 1 entry (Food))
Any comsystems will need to be labeled with this new item. If you did go with 2, a comsys virtual item might be..
&list`inventory me=Nuka_Cola 1 100|Reaver's_Comsys 2 1
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Virtual Item System
Submitted by Reaver on Fri, 2009-12-04 06:00Righto, this is my amazing "Virtual Inventory System". I'll briefly explain how it works. Basically an inventory is saved on a player via list`inventory in the format ITEM_NAME TYPE AMOUNT|ITEM_NAME TYPE AMOUNT
A type is a number, as seen in the bottom most item database variable (1_General)
1 is the number type of the object, and GENERAL is the general item type.
This allows one to &list`inventory me=Nuka_Cola 1 100
to create 100 Nuka Cola's as type Food.
This is great for atmosphere, and reducing MUSH clutter. As
&list`inventory me=Cake 1 100
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warpedcore public beta announcement
Submitted by sad hack on Sun, 2009-10-25 08:31- M*U*S*H (telnet://mush.pennmush.org:4201)
- Sunday, November 1, 2009
- 3pm (US Central, aka M*U*S*H server time) until whenever.
This will be a line-by-line walk-through of the warpedcore function (what unfu~ has been converted to).

unfu~help
Submitted by sad hack on Tue, 2009-07-14 14:29@@
@@ ========================================================================
@@ ------------------------------------------------------------------------
@@ ________________________________________________________________________
@@ .:....1....:....2....:....3....:....4....:....5....:....6....:....7....:
@@ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
@@ ------------------------------------------------------------------------

unfu~display
Submitted by sad hack on Sun, 2009-06-28 13:15@@
@@ ========================================================================
@@ Display borders for unfu~
@@ ========================================================================
@@ ------------------------------------------------------------------------
@@ ________________________________________________________________________
@@ .:....1....:....2....:....3....:....4....:....5....:....6....:....7....:
@@ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
@@

unfu~
Submitted by sad hack on Fri, 2009-06-26 17:18@@
@@ ========================================================================
@@ unfu~
@@
@@ A content management system for Pennmush, utilizing:
@@
@@ * the many_attribs @power to allow an entire content package, no matter
@@ how large, to fit on a single object,
@@ * attribute tree features to facilitate organizational management of
@@ that content, and
@@ * side-effect parenting to allow internal, on-the-fly, temporary
@@ reparenting to any of an unlimited number of potential parents
@@
@@ for in-game retrieval of appropriately packaged game content.
@@ ========================================================================
@@ FINAL ALPHA RELEASE a.2009.07.14.a
@@ ========================================================================
@@
Can I perform a 'reverse' ansi() ?
Submitted by Argon on Mon, 2009-03-30 08:43When I start with an attribute containing text and embedded ansi codes, for example an attribute created by -> @force me=&foo me=This is [ansi(hy,yellow)] text <- is it possible to extract the embedded ansi codes as well as the text?

Click 
