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DeReP
Adept


Joined: 14 Jun 2003
Posts: 222
Location: Chile

PostPosted: Sat Jan 10, 2004 9:57 pm   

Database
 
I have an autamated script to capture identifies from the mud to a zMUD database, both for mobs and items. Everything worked ok until I hit the 190th item in the database, from that item on, the database wont save new items. Anyone else had this trouble?
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megamog75
Enchanter


Joined: 20 Nov 2002
Posts: 627
Location: USA

PostPosted: Sun Jan 11, 2004 1:48 am   
 
no I have personally cataloged 3000+ items check your script.
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DeReP
Adept


Joined: 14 Jun 2003
Posts: 222
Location: Chile

PostPosted: Sun Jan 11, 2004 2:29 am   
 
ok here's the complete script, It has worked until the 190th item on the database

Code:

#CLASS {ItemID}
#TRIGGER {Object '&item.name', Item type: &item.type} {#var esta @item.name;#IF (@item.type=~FIRE) {#var item.type FIRE_WEAPON}}
#TRIGGER {Range is &item.range rooms, Min/Max missile weight: &item.minmax} {}
#TRIGGER {HUGE} {#var item.size huge}
#TRIGGER {TINY} {#var item.size tiny}
#TRIGGER {Item is: &item.flags} {}
#TRIGGER {Weight: &item.weight, Value:&item.value,} {}
#TRIGGER {Material of construction: &item.material, Ideal level of use: &item.level} {}
#TRIGGER {ARMOR By &item.ac} {}
#TRIGGER {AC-apply is &itemac} {#var item.ac -@itemac}
#TRIGGER {Charges: &item.charges, Sets: &item.sets} {}
#TRIGGER {HITROLL By &item.hitroll} {}
#TRIGGER {SAVING_SPELL By &item.saving_spell} {}
#TRIGGER {AGE By &item.age} {}
#TRIGGER {DAMROLL By &item.damroll} {}
#TRIGGER {WIS By &item.wis} {}
#TRIGGER {CHA By &item.cha} {}
#TRIGGER {CON By &item.con} {}
#TRIGGER {DEX By &item.dex} {}
#TRIGGER {INT By &item.int} {}
#TRIGGER {STR By &item.str} {}
#TRIGGER {MAXHIT By &item.hits} {}
#TRIGGER {MAXMOVE By &item.move} {}
#TRIGGER {MAXMANA By &item.mana} {}
#TRIGGER {This SCROLL casts: &item.cast} {}
#TRIGGER {Damage Dice is '&item.damage' for an average per-round damage of &item.av} {}
#TRIGGER {Casts spell: &item.cast} {}
#TRIGGER {$} {#T- ItemID;#dbload it;#IF (%find( "@esta", all)!=%null) {@item = %null;#ECHO El item ya esta en el Database};#IF (@item.type=ARMOR) {#DBLOAD it;#NEW it @item;#echo Item Added;#color high,red};#IF (@item.type=AFFECT_EQ) {#DBLOAD it;#NEW it @item;#DBsave it;#echo Item Added;#color high,red};#IF (@item.type=JOINABLE) {#DBLOAD it;#NEW it @item;#DBsave it;#echo Item Added;#color high,red};#IF (@item.type=WEAPON) {#DBLOAD it;#NEW it @item;#DBsave it;#echo Item Added;#color high,red};#IF (@item.type=WORN) {#DBLOAD it;#NEW it @item;#DBsave it;#echo Item Added;#color high,red};#IF (@item.type=OTHER) {#DBLOAD it;#NEW it @item;#DBsave it;#echo Item Added;#color high,red};#IF (@item.type=FIRE_WEAPON) {#DBLOAD it;#NEW it @item;#DBsave it;#echo Item Added;#color high,red};#IF (@item.type=MISSILE) {#DBLOAD it;#NEW it @item;#DBsave it;#echo Item Added;#color high,red};#DBsave it;@estoi = %null;@esta = %null;@item = %null}
#CLASS 0

Its kinda confusing with all the #dbload 's and saves I did, it was just a safety measure.
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megamog75
Enchanter


Joined: 20 Nov 2002
Posts: 627
Location: USA

PostPosted: Tue Jan 13, 2004 7:29 am   
 
seems a little redundant, but I meant check the triggers manually against your mud.
You see sometimes the mud changes somthing and it will mess up you program.
Also change the name of you DB and start a new one see if the new one is working ok or not if it is let it go and see if the problem repeats itself if the program does not work atall then you will have to start checking those triggers again.
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