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1. Smaug Building Help.
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Wed Mar 2, 2005 [3:23 PM]
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mtmouse26
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member since: Dec 13, 2002
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Reply
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I am not sure if this goes for Building or should go to coding - although, I didn't think it was a coding issue.
In Smaug - what areas ( stock ) can be taken out without crashing the MUD itself?
We are wanting to take out all the stock areas that can be taken out, but we aren't sure what can be done.
Anyone???
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2. RE: Smaug Building Help.
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Wed Mar 2, 2005 [4:07 PM]
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Xenophon
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member since: Oct 31, 2003
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Delete any reference to VNUM_ in your main header file, remove any reference in your code-files(And remove the commands that use these as well, but obviously don't remove login procedures/etc, just set those to any number and create 1 room in the mud for that with the specified vnum), and then most files should be pull-able, if not all areas. Otherwise, check your main header file for any VNUM_ definitions, and reference that with your area files. Any area file which has that vnum in it's ranges must stay, otherwise you cause unknown things to happen(Or probably just crashes) by trying to locate an index which just isn't there.
P.S. There might also be numbers used rather than macro's in some commands, hence this may not fully work. I don't play with Smaug, hard for me to breath.
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3. RE: Smaug Building Help.
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Wed Mar 2, 2005 [5:03 PM]
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mtmouse26
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member since: Dec 13, 2002
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Thanks for responding. Although I don't quite understand what you are talking about. Could you possibly just give me the area names?
I did read somewhere that most except for Limbo could be removed, but I am not sure that is right.
Could anyone help?
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4. RE: Smaug Building Help.
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Wed Mar 2, 2005 [9:22 PM]
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Silrathi
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member since: Aug 2, 1999
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You must keep limbo.are and build.are (if you have it at all) as I recall. All others are expendable.
(Comment added by Silrathi on Wed Mar 2 23:25:53 2005)
Similarly, if you are going to add anything later that is needed by code... a material component for spellcasting for example... it should be built within the range for limbo.are so that you don't screw things up later if you decide to remove an area.
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All that is needed for the triumph of evil is for good men to do nothing. ---Edmund Burke
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5. RE: Smaug Building Help.
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Thu Mar 3, 2005 [1:02 AM]
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mtmouse26
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member since: Dec 13, 2002
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Thanks. I will keep that in mind. Good point, also.
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6. RE: Smaug Building Help.
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Thu Mar 3, 2005 [9:21 AM]
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Conner
conner_destron@yahoo.com
member since: Nov 21, 2004
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I would agree with the post that said all the areas can be removed, but if you don't want to change the code or essentially replicate any of the stock stuff (or don't know how to change code), then you need to keep limbo & Build, but you would probably also find that you have to keep newgate and newacad and possibly newdark, though you could easily modify them almost to the point of now having any of the original stuff in them as long as you make sure that certain rooms and items and a couple of mobs remain. Look in your mud.h for references to specific vnums and write them down, those are the ones you must keep, beyond those there are some you would most likely want to keep or at least mimic... but you'll probably find, as I have, that the areas you want to work around are limbo, Build, newgate, newacad, and newdark, and that you need to either change the reference in mud.h for pkill recall to the temple in Darkhaven or rebuild the pktown that is omitted from the "stock" areas in download.
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-=Conner=-
Supreme Entity
Land of Legends MUD
telnet://tcdbbs.zapto.org:4000
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