Shattered Kingdoms

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 Post subject: Not a grammar Nazi here, but....
PostPosted: Tue Oct 12, 2004 1:17 pm 
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Mortal

Joined: Wed May 05, 2004 1:58 am
Posts: 2423
Location: Athens, Greece
Code:
You dodges aside as only part of your acid blast showers onto him. 


When shall this be fixed?


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PostPosted: Tue Oct 12, 2004 1:33 pm 
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Mortal

Joined: Sun Aug 29, 2004 8:13 pm
Posts: 92
I'm pretty sure this bug falls into the "not a critical so we'll get to it when we get it" area man. Learn to live with it.


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PostPosted: Tue Oct 12, 2004 1:40 pm 
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Mortal

Joined: Wed May 05, 2004 1:58 am
Posts: 2423
Location: Athens, Greece
heh, yeah but I play SK 10 months now, and it's still htere, eeeeeevery time...

As if failing to brew or scribe wasn't enough...
:lol:


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PostPosted: Tue Oct 12, 2004 1:48 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
It's been there for 9 years. It's not something that can be fixed by just updating a string. The system as it was written was not intended to have yourself being the subject of such strings. Basically every message in the entire game would have to be rewritten and code support added, all just to fix a grammar bug. I'd like to fix it someday, but it seems there is always going to be more important tasks.


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PostPosted: Tue Oct 12, 2004 1:49 pm 
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Mortal

Joined: Fri Oct 24, 2003 7:26 am
Posts: 1908
Location: Under my covers... sleeping
Honestly, no offense to the coders, stuff like this is all throughout the mud. Live with it. To me, I'd rather live with a few grammar errors in SK than have loose things like more classes/races/fixes/updates.

sleeper


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PostPosted: Tue Oct 12, 2004 2:14 pm 
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Mortal

Joined: Wed May 05, 2004 1:58 am
Posts: 2423
Location: Athens, Greece
I see... True, it is really doing bad to the image of the mud. Yet, I suspected that it was the case Dulrik mentioned, and as far as I understand, it must be a pain to change this one...


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 Post subject: Re: Not a grammar Nazi here, but....
PostPosted: Tue Oct 12, 2004 4:05 pm 
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Mortal

Joined: Tue May 11, 2004 5:24 am
Posts: 582
Location: Springfield, Missouri
juggernaut wrote:
Code:
You dodges aside as only part of your acid blast showers onto him. 


If had problems with that one... then check this out.

Quote:
A hulking male human's head butt misses you.
Everything goes black.
You is knocked unconscious by the force of a hulking male human's blow!


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 Post subject:
PostPosted: Tue Oct 12, 2004 4:22 pm 
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Mortal

Joined: Sat Mar 06, 2004 7:10 pm
Posts: 2577
Location: Boston, USA
SK Character: Sorel
I'd be complaining more about the fact that the damage roll missed him, but the special effect role suceeded.


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 Post subject: Re: Not a grammar Nazi here, but....
PostPosted: Tue Oct 12, 2004 5:36 pm 
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Webadmin

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 2732
Location: Australia
SK Character: Viltrax
juggernaut wrote:
Code:
You dodges aside as only part of your acid blast showers onto him. 


As Dulrik mentioned, the weird part of this is that you're casting acid blast on yourself (brew failed, whatever), which the message-generator was never really meant to try and handle. The best effort on this would be to dumb-down the message so that it is less personalised and thus more applicable to both self and foreign targets.

Quote:
A hulking male human's head butt misses you.
Everything goes black.
You is knocked unconscious by the force of a hulking male human's blow!


This one, however is more fixable, since it's a normal message - use BUG to report this, since it does require Dulrik to fix; us lesser immortals are unable to mess with damage messages.


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PostPosted: Wed Oct 13, 2004 4:50 am 
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Newbie

Joined: Tue Sep 07, 2004 2:35 am
Posts: 9
Going to get a tad technical here. Having seen a ROM code from the inside, not saying that SK has a normal code but the concept is usable. I'm going to be assuming some things resemble those used in stock ROM codes.

Whenever there is a message to be printed to specific targets the act function is used. The function uses string identifiers $n $N for person doing action and target affected by action, it uses tons of other identifiers handled in the function but that's another issue. Now, I am assuming that the acid blast spell is much like any normal spell nested in magic.c and once its calculated damage is done and checks are made if the enemy is dead and so on and so forth there is a call to act in, possibly, the following manner :

Code:
act ("$N dodges aside as only part of your acid blast showers onto $M.", ch, NULL, vch, TO_CHAR);


$n resolves to the caster and $N to the target, causing that message since ch and vch are one and the same. The flag TO_CHAR states that the caster gets the message.

Now there is another message that gets printed to the target, pressumably:

Code:
act ("You dodge aside as only part of $n acid blast showers onto you.", ch, NULL, vch, TO_VICT);


Here $n is the caster and the flag TO_VICT states that the victim gets the message.

I realise that there might be some extra work involved tuning all spells and stuff but, can't there be some sort of check saying:

Code:
if ( ch != vch ) {
    act ("$N dodges aside as only part of your acid blast showers onto $M.", ch, NULL, vch, TO_CHAR); }


Therefore printing the message to the character ONLY if the target is someone else and using the TO_VICT message to print the correct message to the target. In this case the act function needs to be tuned to check if $n and $N are the same person and return your in the or return the $n name appended with a nice 's at the end and all?


Did that make any sort of sense? :)

PS: Yes I didn't get into the TO_NOTVICT flag but that's a similar issue anyway :P


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