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    Best posts made by skew

    • Unnecessary Messenger System - +txt code

      I brought this up and got some feedback in a previous post. It's all done now! The code is install and working (???) on Fate's Harvest, as my beta. I installed in City of Shadows (in development) to test my own install code, and it seems to be working. So, here it is!

      https://github.com/skewskewskew/MUSHCode/blob/master/Unnecessary Messenger System <ums>

      A quick note: There's a lot of notes. You need SQL and Cron. There's some staff-side settings. I did what I could to document but if you copy+paste into Muxify without reading, it probably won't work.

      To repeat: It needs SQL. If you don't have SQL it won't work!

      Help files are included! If you need help with anything just message me.

      And why is it unnecessary? Just ask your game's coder if a thorough +txt suite is needed! ๐Ÿ˜‰

      posted in MU Code
      skew
      skew
    • RE: Pyrephox's Playlist

      @Pyrephox I'm slowly attempting to app in Benedict. Would love a tie-in. ๐Ÿ™‚

      posted in A Shout in the Dark
      skew
      skew
    • RE: Unnecessary Messenger System - +txt code

      And some samples...
      +txt:

      +-----------------------------------------+ Text Message +-----------------------------------------+
      *#    Date        From        To               Message                                              
      +--------------------------------------------------------------------------------------------------+                                
       3    09/17 15:14 Mothman     Chupathingy      Testing!                                            
       2    09/17 16:42 Mothman     Mothman          Curiously enough, the only thing that went through t
       1    09/17 16:42 Mothman     Mothman          Curiously enough, the only thing that went through t
       0    09/17 17:10 Mothman     Chupathingy      The chances of finding out whatโ€™s really going on in
      +---------------------------------------------------------------------------------------- +txt ----+
      

      +txt #

      +-----------------------------------------+ Text Message +-----------------------------------------+
      # 0    Date: 09/17 17:10 From: Mothman   To: Chupathingy    
      +--------------------------------------------------------------------------------------------------+
      The chances of finding out whatโ€™s really going on in the universe are so remote, the only thing to do is hang the sense of it and keep yourself occupied.
      +---------------------------------------------------------------------------------------- +txt ----+
      

      Also had to ninja-update and secure() a thing. All good now. In theory.

      posted in MU Code
      skew
      skew
    • RE: skew's Playlist

      Updated again... Shadows of Reno, Star Wars DOD, and Arx. (Yes, finally trying non-WoD games.)

      posted in A Shout in the Dark
      skew
      skew
    • RE: Unnecessary Messenger System - +txt code

      And finally, (t)UMS has been converted to be Rhost friendly. Anyone using Rhost that is looking for totally unnecessary messenger system can find it here:
      https://github.com/skewskewskew/MUSHCode/blob/master/unnecessary messenger system RHOST.txt

      This is designed to be used with the SGP/basics install of Rhost (the one that comes with "Globals: CRON - Myrddin's" already installed). Big thanks to @Ashen-Shugar for not only helping with the conversion but also updating Rhost itself to do the things I wanted it to do.

      posted in MU Code
      skew
      skew
    • RE: Useful code on player bit

      @faraday Unless your client doesn't support that. Potato doesn't, best I know. The "next best thing" is to beg staff to create something like +beeptest. So my client can send that when it detects the "Your pose next" emit.

      So, yes. Please let Ares let me have sound. Please.

      posted in MU Code
      skew
      skew
    • RE: Useful code on player bit

      @faraday My Atlantis beeps all the livelong day. I think you just need to turn it on as it defaults to off.

      And thank you! Beep beep!

      posted in MU Code
      skew
      skew
    • RE: XP Log Code

      @bobotron said in XP Log Code:

      I'm currently storing it as Date_With_Underlines|Earn#|Spend#|Reason_with_Underlines.

      While @Thenomain says "wing it", he himself has advised me numerous times in the correct way to store data in a MU. While I haven't done an XP system (I use Thenomain's), I have stored a lot of other data which is essentially the exact same thing. So...

      Warning, this is all in MUX. I think Penn has the same stuff, or very similar, so please adjust accordingly!

      1. Make sure to use a relevant prefix in the attribute. For me, it was things like d.repose.####
      2. Use secs() for a timestamp. Then use timefmt() to read it. You end up with something like 10928372|... to start. No underscores, slashes, formatting issues. Timefmt() will handle the output.
      3. Using a pipe | is generally great, so that's good.
      4. Earn# and Spend # should be just fine, so now you got something like 120239837|14|null...
      5. Always run the free-form text through objeval(). Is that in Penn? I hope so. This will read the text as if it came from the submitter, which will strip out any funny code business.
      6. Always put your free-form text last. You already have it, but to make clear, if you put the free-form text last, it doesn't much matter what characters they use. You can grab the 4th element or the last element on the list, and if they use a million |s it doesn't much matter to you. The output might be screwy, but it won't affect your code. It will always just grab the 4th thing, or the last thing.

      So, in conclusion... secs()|#|#|objeval( their reason here don't worry about underlines

      And that'd get your data looking like: 12398382|14|null|Raising my strength

      posted in MU Code
      skew
      skew
    • RE: Unnecessary Messenger System - +txt code

      @highfalutin said in Unnecessary Messenger System - +txt code:

      I love this so much I can't even. Installed just now, working beautifully. "Cheiron Group Simple Messaging System" got me chortling.

      I thought I changed that in the default. Oooooh well. Enjoy.

      posted in MU Code
      skew
      skew
    • RE: Mux Logger Objects

      @Derp Ask Annapurna! You know her ๐Ÿ˜›

      posted in MU Code
      skew
      skew
    • RE: @lock help?

      Just another angle to look at this from... This is about BBS, since I think @Seamus nailed the channel locks better than I could have...

      CANREAD: [or(isstaff(%0),strmatch( get( %0/_bio.posse ), Test ))]
      CANWRITE: [or(isstaff(%0),strmatch( get( %0/_bio.posse ), Test ))]

      To break that out, since they're the same... or() is a simple command that's set up like or(thing 1, thing2). If either of those return "1" or "True" it will allow you to read and/or write.

      Next comes isstaff() ... this is a function that's on the MUX I play on. I'm not sure if it's everywhere, but basically it's a simple test to see if the bit/value/etc is staff or not. In this case, '%0' is the user attempting access. If you are staff, it will return 1 and allow access. If not, it will return 0.

      Next, strmatch() is a comparison between two string values. strmatch( Thing 1, Thing 2). If they match, it will return 1, if they do not, it will return 0.

      Next, we have get(), which basically queries an object for the value of a particular attribute. Again, %0 is the one attempting access, and the "/_bio.posse" is something specific to this game. Posses are play groups. So, the get command says "What posse is this person in?" and then that posse is compared against the second value in the strmatch(). If they match, it returns a 1, else 0.

      I'm not sure it's the BEST way to do it, but it was very easy for me to piece through this all in my head.

      Hope that helps!

      posted in MU Code
      skew
      skew
    • RE: Recc/Squee/Kudos Code?

      @Cobaltasaurus About where my head was. Would you imagine storing all the historical kudos onto a single attrib on the player bit?

      I think toss it all onto SQL, cause I love SQL and it loves me.

      posted in MU Code
      skew
      skew
    • RE: Is there a basics of CG out there somewhere?

      My experience has been with @Thenomain CG code, and the code that was used by The Reach (no idea who the original author is). Both are WoD, but I feel like the cgen process and the whole idea is close enough across RPs to be relevant for comparison.

      From playing with these two, my lesson learned is that it's a serious PITA. Just when you think you've got it, there's another layer you didn't consider. Then another, and another, and another...

      However, I do have some lessons learned, so if you are going to try to make your own, I'd recommend:

      • Each stat (within reason) should be an individual attribute stored on the character (as opposed to one attribute that is parsed out)
      • Each stat (within reason) should contain it's own attribute (or multiple) on a different object (as opposed to one attribute that is parsed out)
      • When stats possibly have multitudes of options, I'd try and make them "instanced". Ex: I have "Skill Focus" wherein you choose a skill. No reason to add 32 skill_focus_<skill> attributes, but instead just allow skill_focus_*
      • Establish a "structure" to these stats right away. In WoD, you have "attributes" you have "skills". So, make it skill.skillname.

      And the more I think about this, the more I'm going to fall into those layers I talked about! So, I'll stop there!

      Good luck! And if you want to "look" at a system, Thenomain's is on github. I just don't imagine it'll make a lot of sense to you (or anyone else, without really, really digging into it).

      posted in MU Code
      skew
      skew
    • +poseorder and +repose

      I'm looking for a bit of code similar to what's currently present on SW DOD. Something that keeps track of the previous poses in the room, that would allow a player to quickly see what's recently happened, and also something to track pose orders. Ideally, the later will automatically send something when it's your "turn".

      I did see an older topic here for +repose, and it linked to some of Volund's old stuff, but I wanted to reach out to the community first to see if there was anything here. Preferably coded for TinyMUX.

      To state it clearer:
      +repose : displays the last x poses in the room, and who posed them. Usable at any point, including by someone who enters the room and wants to see what is happening as/before they enter.

      +poseorder : Shows the last few individuals to pose, and the order in which they posed it. When you reach the top of the order (ie, when it's your turn, and everyone else has posed), it sends you a message saying it's your turn (along with a bell, if possible).

      posted in MU Code
      skew
      skew
    • RE: New Start Databases

      My next "big" project... when I finish all the other big projects... is to purchase a Digital Oceans droplet, install a clean version of TinyMUX, and then install Thenomain's base Chronicles of Darkness suite on it. Once that's all functional, we'll get WikiMedia installed as well, in the very base version, and ensure everything is operational in a basic format.

      Once that is all done, I'll go back in to clear passwords and ensure all my data is off it. At that point, Digital Ocean allows you to clone droplets and send them to other Digital Ocean users. I'll have a fully functional base-level CofD MUX server that I can essentially hand out to anyone who wants it. At that point, Thenomain has been diligent enough with his github code to make it basically copy+paste into Muxify, then copy+paste into game, and it all loads correctly.

      So, people will not only be able to get a basic package... but a nearly ready-to-play game.

      Edit: You'll still need to build a map, configure your boards, channels, blah blah blah. So, not ready-to-play. But close-ish!

      posted in MU Code
      skew
      skew
    • RE: +poseorder and +repose

      @Rook said in +poseorder and +repose:

      What is wrong with just a simple OOC request that someone do a little paged playback? That was always the way it was done before...

      (Am I waving my cane too much? Just say so. I can believe that's what's happening here.)

      Why not hand stat sheets? Why have a desc'd grid? Why use a dice roller?

      I am being absurd, of course, but yes, the long and short is "so you don't have to". It's also beautiful to be able to +repose after you just sifted through bboards, or @mail, or whatever else.

      posted in MU Code
      skew
      skew
    • RE: Alternate Forms and Stat Stacking?

      I know you said you were avoiding suggestions on how/where to store data, but I can't really think of how to suggest without it, soooo...

      We use an attribute for each stat. When we need to offset, you add that to the same attribute, after a period.

      Example: _ATTRIBUTE.COMPOSURE : 5.-1

      When the stat gets called, either for the sheet or the roller, it runs through a function, to get either the real, or the adjusted, and displays accordingly.

      When you shift, then, it pulls from a list of offsets to apply and does that. When you shift back, it clears those.

      posted in MU Code
      skew
      skew
    • RE: Almost Real-Time Weather System

      @Mercutio https://xkcd.com/208/

      Ahem.

      If anyone hasn't checked this out and wants to, I'd like to highlight my absolute favorite feature: It calculates moon phase and calculates if the moon is visible (via moonrise and moonset). Super important when looking up to see the full moon!

      posted in MU Code
      skew
      skew
    • RE: IC Message Code/Alternative to @mail

      @Thenomain said in IC Message Code/Alternative to @mail:

      @skew

      ... you can code, right?

      Right?!

      That's the rumor.

      posted in MU Code
      skew
      skew
    • RE: Project X

      @ixokai I think @tragedyjones plan for his next MU was to have like 3 rooms total.

      On some games (say, Arx), people walkyhr grid and it seems to matter. On other games (like, every WoD game I've played), the grid becomes rather much like a vague frame that is all but ignored, in favor of builds on the grid, or temprooms.

      So! For WoD games? I'd love a better solution. I just don't have one.

      posted in MU Code
      skew
      skew
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