Fw: [Circle] [CODE] EQ Positions

From: John C. Dodds (zzan@dbeach.com)
Date: 08/31/96


----------
> From: John C. Dodds <zzan@dbeach.com>
> To: Jerry Gilyeat <jgilyeat@tommy.chesapeake.net>
> Subject: Re: [Circle] [CODE] EQ Positions
> Date: Saturday, August 31, 1996 2:13 AM
> 
> 
> 
> ----------
> > From: Jerry Gilyeat <jgilyeat@tommy.chesapeake.net>
> > To: circle@cspo.queensu.ca
> > Subject: Re: [Circle] [CODE] EQ Positions
> > Date: Saturday, August 31, 1996 1:10 AM
> > 
> > John C. Dodds wrote:
> > > 
> > > ----------
> > > > From: Leonard Burns IV <lburns@continet.com>
> > > > To: circle@cspo.queensu.ca
> > > > Subject: [Circle] [CODE] EQ Positions
> > > > Date: Friday, August 30, 1996 6:01 PM
> > > >
> > > > I've added a few new eq postions on my mud, like ears and ankles,
> what
> > > I've tried to do is change the order
> > > > that the eq is listed when you type 'eq' in the mud, i changed all
> the
> > > references in constants.c and in
> > > > act.item.c, which resulted in the eq being on weird places, like
> wearing
> > > an anklet on your wrists, or an
> > > > earring on your leg, is there a way to do this without having to
> change
> > > the ITEM_WEAR bitvectors?
> > > > --
> > > > Leonard Burns IV
> > > > lburns@continet.com
> > > look in act.item.c:
> > > find the void perform_wear(.....
> > > 
> > >  int wear_bitvectors[] = {
> > >         all of these bitvectors have to correspond to the eq
positions
> listed when
> > > you type eq
> > > ex.
> > > head
> > > eyes
> > > face
> > > neck
> > > neck
> > > ......
> > > would be
> > > ITEM_WEAR_HEAD, ITEM_WEAR_EYES, ITEM_WEAR_FACE, ITEM_WEAR_NECK,
> > > ITEM_WEAR_NECK, ......
> > > 
> > > if these correspond correctly you shouldn't have any problems
> > > also make sure messages are in the correct order
> > 
> > What he's describing is: he's changed all that from stock, I didn 
> > something similar on mine...Anyways, one solution would be to write a 
> > converter to convert all of the .obj files to the new format.
> > Or you could just nuke the whole world and start from scratch, or just 
> > sit down and ttry to find every obj in the game and do it by hand (this

> > is VERY tedious and time consuming, but works)
> > 
 You don't have to convert anything unless you change the order of the
 bitvector
 definitions, which I didn't do I just added the new bitvectors at the end,
 all you have to do is make sure the definitions are in the correct order
to
 match with what position for the do wear functions and such.

 John

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From cat@vuse.vanderbilt.edu Sat, 31 Aug 96 11:11:40 -0500
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From: Katzlberger Thomas <cat@vuse.vanderbilt.edu>
To: circle <circle@cspo.queensu.ca>
Subject: [Circle] [?] Is it possible to replace all "\r\n" with just "\n" 
Date: Sat, 31 Aug 96 17:11:00
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Reply-To: katzlbt@vuse.vanderbilt.edu (Thomas Katzlberger)
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Is it possible to replace all "\r\n" with just "\n" without
making some DOS/Windoze clients useless. I was wondering
because most MUD's using olc stack \r's on the end of each line
whenever one saves the zone. And I think any normal
vt100 / telnet client understands just \n's too.

I found 2676 \r\n's in my source ... would save 2KB ;)

Cat.
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_/_/                                                            _/_/
_/_/  Thomas Katzlberger                                        _/_/
_/_/  katzlbt@vuse.vanderbilt.edu                               _/_/
_/_/  @aWhiteNeXT.called.garfield                               _/_/
_/_/  http://www.vuse.vanderbilt.edu/~katzlbt/                  _/_/
_/_/                                                            _/_/
_/_/  "You can tune a file system, but you can't tune a fish."  _/_/
_/_/                                UNIX man page for tunefs.   _/_/
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