A
          / \      _             Play Now                         Nemesis on fb
          | |     | |  _______   _        _   _______    _______   _    _______
          | |\    | | |   ____| |  \    /  | |   ____|  /   ____| | |  /   ____|
 /-------/-------------------------------------------------------------------,
O= Home <=XX|  About  News  Pics  Adventurers  Wizards  Download  Connect     >
 \-------\-------------------------------------------------------------------'
          | |   \   | |  |____  | |      | | |  |____   ___ \  \  | |  ___ \  \
          | |     \_| |_______| |_|      |_| |_______| |_______/  |_| |_______/
          \ /
           V  

Nemesis bulletin boards: Documentation bulletin board, note 1

living (Lynx, Sep 19 1991, 28)
The living.c used in this MUD is incompatible to the old one used in other
MUDs, it has a reset() function for important technical reasons.
Also the living.h has changed, it no more inherits anything automatically.

But the "obj/monster" is still function compatible to the old one.
If you do everything that lives, by using obj/monster, and calling the
functions set_hp etc, not try to use the variables directly, then you
can't go wrong.

Another thing that is important: When you do a reset() in your inheriting
monster file, you must FIRST do ::reset(arg), THEN do all the set_.. calls.
The argument is important, or move_at_reset won't work.

Some variables have changed name in living.c:
hit_point is now called 'hp', spell_points is called 'sp' and
myself is 'me' now. 

If you program complex monsters and livings the macros.h might be useful
to you. If anything should change about monster.c etc. the defines in
macros.h will be updated adequately.

Now to the technical reasons: living.c has (or is soon going to get) a new
combat system, which uses arrays to keep status of several enemies at once.
living.c needs to setup these arrays (allocate) at reset, because there
can't be a check for definition in every single combat function, that was
cause too much overhead. So it was a joint decision of many game masters
to swallow the bitter pill of converting all old living objects in favour
of a new combat system and a new stats system (which uses an array, too).

This board is to document how to code various stuff in Nemesis.
Within Nemesis it is located in the inner guild in the village.
If you have written documents that should be placed here or
if you think something important is missing please contact an
Archwizard - see 'help admin' or https://nemesis.de/lpc/help/admin .
Nowadays especially new features etc. are posted here.
The board contains 49 notes:
  1. living (Lynx, Sep 19 1991, 28)
  2. short descriptions (Lynx, Sep 19 1991, 28)
  3. building guilds (Lynx, Sep 19 1991, 28)
  4. Ok. prompts (Lynx, Sep 20 1991, 28)
  5. Yell command (Lynx, Sep 21 1991, 28)
  6. simulated efuns (Lynx, Sep 22 1991, 28; Kiri, Jan 28 2017, 62)
  7. Re: short descriptions -> inventory display (Lynx, Sep 24 1991, 28)
  8. ships (Junky, Sep 30 1991, 30; revised by Kiri, Jun 4 2016, 62)
  9. introducing a new quest (Lynx, Oct 8 1991, 28)
  10. storing data in the player (Lynx, Oct 8 1991, 28)
  11. setting a user-definable prompt (Snake, Jan 6 1992, 66)
  12. Test Players (Junky, Jan 9 1992, 40; revised by Kiri, Jul 27 2016, 62)
  13. the colourful magazine (Snake, Feb 13 1992, 66; Kiri, Jun 4 2016, 62)
  14. new room support: room2.h (Junky, Mar 27 1992, 55)
  15. Skills (Junky, Mar 27 1992, 55)
  16. Indent within ed. (Lynx, Jul 25 1992, 49)
  17. Re: Indent within ed. (Poe, Aug 4 1992, 41)
  18. Properties (Junky, Aug 25 1992, 55)
  19. Timedependent objects (Junky, Sep 11 1992, 55)
  20. lfun produce (Lynx, Feb 9 1993, 60)
  21. ED editor F.Y.I. (Poe, Mar 7 1993, 45)
  22. conditional operator (Poe, Aug 13 1993, 46)
  23. Indirection (Poe, Nov 23 1993, 48)
  24. lfun search for all objects (Kiri, Jun 1 2016, 62)
  25. obj/monster: set_alias & set_brave (Kiri, Jun 4 2016, 62)
  26. Re: simulated efuns (Kiri, Jun 4 2016, 62)
  27. all "dead" (non-living) objects: query_name (Kiri, Jun 7 2016, 62)
  28. obj/monster: second_life supports argument (Kiri, Jun 10 2016, 62)
  29. obj/postoffice: generic post office (Kiri, Jun 11 2016, 62)
  30. obj/living: room property P_NO_MAGIC finally! (Kiri, Jun 12 2016, 62)
  31. simul_efun: valid_id & living: find_id (Kiri, Jul 17 2016, 62)
  32. obj/sign: improved (Kiri, Jul 18 2016, 62)
  33. obj/item: the replacement of obj/treasure (Kiri, Jul 19 2016, 62)
  34. obj/text: improved (Kiri, Jul 19 2016, 62)
  35. obj/key: improved (Kiri, Jul 19 2016, 62)
  36. obj/map: ready for persistence (Kiri, Jul 19 2016, 62)
  37. obj/treasure: legacy but persistent (Kiri, Jul 26 2016, 62)
  38. obj/chest & obj/bag: improved & persistent (Kiri, Jul 27 2016, 62)
  39. wiz command: localcmd (Kiri, Aug 12 2016, 62)
  40. obj/monster: set_cap_name, query_name & a hack (Kiri, Aug 12 2016, 62)
  41. obj/door2: a new door system (Kiri, Aug 12 2016, 62)
  42. room2.h: tutorial revised / changes & fixes (Kiri, Aug 12 2016, 62)
  43. keeping track of object versions (Kiri, Aug 17 2016, 62)
  44. About Colours (Kiri, Sep 17 2016, 62)
  45. clean_up: a garbage collection! (Kiri, Dec 27 2016, 62)
  46. containers: query_put_prep (Kiri, Jun 15 2017, 62)
  47. Re: obj/board: changes (Kiri, Jun 16 2017, 62)
  48. new 'more' via obj/more (Kiri, Sep 13 2017, 62)
  49. Re: New & Changed [Wiz] Commands (Kiri, Sep 26 2017, 62)

This page was generated in LPC

Imprint / Impressum