Re: should be player name.....

From: Chris Herringshaw (
Date: 04/01/95

It's been a long time since I've done DIKU, but what springs to
mind here is the creation of another function.  I assume tell
uses a function like find_char_world(), which scans the lists
of player and mobiles.  A good solution would be to copy this
function into one called find_player_world(), and have
the list only check the player list.  An even better solution would
be to add functionality such that a player name cannot match
a mobile's keyword.  You would simply have to implement this in
the login sequence, but of course the fix would not be retroactive,
meaning Gray would still cause a problem unless you wipe the player
file or fix the names by hand.

Christopher Herringshaw     Networking and Special Projects Division
Medical Center Information Technology (MCIT)
University of Michigan Medical Center, B1911 CFOB
1414 Catherine Street, Ann Arbor, MI 48109-0704       (313) 747-2778

On Sat, 1 Apr 1995, Sean P. Mountcastle wrote:

> 	My players have noticed something that I thought was fixed in 
> CircleMUD bpl 7 (or before then).  One of my god's names is Gray, and we 
> have about 12 to 20 mobs with the keyword gray, so when ever a player 
> tries to tell him they end up telling an acolyte of Gray (or another such 
> monster), I have tried this myself, and the only time this will not happen
> is if you are in the same room with him.
> 	If this something I can easily fix in act.comm.c (do_tell)?  I 
> recently upgraded to patch level 7, and I don't think we had this problem 
> before (but the mobs with keyword gray are pretty new as well).
> 	Thanks in advance,
> 	- Sean

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