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        <title>Drumersl's site</title>
        <link>http://www.byond.com/members/Drumersl</link>
        <description></description>
        <lastBuildDate>Wed, 19 Jun 2013 20:29:46 +0000</lastBuildDate>
        <language>en-us</language>
    
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            <title>Orders</title>
            <link>http://www.byond.com/members/Drumersl?command=view_post&amp;post=133796</link>
            <guid>http://www.byond.com/members/Drumersl?command=view_post&amp;post=133796</guid>
            <pubDate>Tue, 25 Dec 2007 06:29:36 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Drumersl?command=view_comments&amp;post=133796#comments</comments>
            
            <description>I would like to be able to see all my orders on one page as opposed to going through 60 day periods.</description>
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            <title>A poor attempt at a children et cetera</title>
            <link>http://www.byond.com/members/Drumersl?command=view_post&amp;post=33630</link>
            <guid>http://www.byond.com/members/Drumersl?command=view_post&amp;post=33630</guid>
            <pubDate>Thu, 09 Aug 2007 10:13:00 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Drumersl?command=view_comments&amp;post=33630#comments</comments>
            
            <description>That title sounds weird, but well the new elements in Byond are called &quot;Child elements&quot; so I guess that is the proper plural?&lt;br&gt;
&lt;br&gt;
If you feel like looking at messy, buggy, un-commented code, I have just the thing for you: my late night, half-awake attempt at a container system using panes and grids. Feel free to take it and do what you will with it. I don't need to hear about the bugs though, I probably already know about them. That is unless you also plan on fixing them.&lt;br&gt;
&lt;br&gt;
Here was what I was trying to accomplish:&lt;br&gt;
--Click and Drag inventory&lt;br&gt;
--The ability to open and close bags that are in your inventory. (pick up a bag and double click it)&lt;br&gt;
--The ability for bags to reduce the weight of the items inside of them. (which was why I choose to have a proc that re-scans the inventory/bag every time instead of just adding and subtracting the weight. (this doesn't work right now))&lt;br&gt;
--Experiment with the new features.&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
NOTE: This was in no way an attempt to make a good looking skin. Just to make it work...sort of. So beware of ugly icons and the such.&lt;br&gt;
&lt;br&gt;
Here is the link:&lt;br&gt;
I suggest running it before you look at the code.&lt;br&gt;
&lt;a href=&quot;http://members.byond.com/Drumersl/files/Inventory_src.zip&quot;&gt;http://members.byond.com/Drumersl/files/Inventory_src.zip&lt;/a&gt;&lt;br&gt;
[Edit] Try the new inventory file under my files.&lt;br&gt;</description>
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            <title>4.0 Interface Questions.</title>
            <link>http://www.byond.com/members/Drumersl?command=view_post&amp;post=33455</link>
            <guid>http://www.byond.com/members/Drumersl?command=view_post&amp;post=33455</guid>
            <pubDate>Sun, 05 Aug 2007 07:59:49 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Drumersl?command=view_comments&amp;post=33455#comments</comments>
            
            <description>A couple things I would like some elaboration on:&lt;br&gt;
&lt;br&gt;
Anchors: I know basically how they work, but what I am wondering is if I can create a map element that stays centered and stretches 50% as much as the window it is in stretches. I know the first anchor has to be set to 50,0 to keep it centered, but I don't know if it is possible to have it stretch and keep it centered. I could set it for Top Left and then 100,50 like in the guide, but then it would stretch to much horizontally. And 50% vertically. I want it to stretch 50% horizontally and vertically while at the same time remaining at the top center.&lt;br&gt;
&lt;br&gt;
Tab, Child, and Grids: I have not seen any real guide or info on these. How do they work? How do you set them up?</description>
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            <title>Equations in Games</title>
            <link>http://www.byond.com/members/Drumersl?command=view_post&amp;post=152276</link>
            <guid>http://www.byond.com/members/Drumersl?command=view_post&amp;post=152276</guid>
            <pubDate>Mon, 11 Jun 2007 22:49:21 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Drumersl?command=view_comments&amp;post=152276#comments</comments>
            
            <description>While brainstorming systems in a game I am slowly making, I have realized that I like to overcomplicate the math used in games.&lt;br&gt;
&lt;br&gt;
I am contemplating using bell curves to balance the game along with sigmoid functions to provide a nice way to determine experience distribution. (When a player beats another player, the level of the winner is used as the inflection point of the graph and then the other players level if evaluated based on that function and the result is the amount, (or multiplier) of experience the winner receives)&lt;br&gt;
&lt;br&gt;
Sigmoid: &lt;a href=&quot;http://en.wikipedia.org/wiki/Sigmoid_function&quot;&gt;http://en.wikipedia.org/wiki/Sigmoid_function&lt;/a&gt;&lt;br&gt;
&lt;br&gt;
I know this probably does not make sense, but it works pretty well. Does anyone else over complicate things?&lt;br&gt;
&lt;br&gt;
(I know that you can get around normal distribution by using multiple &quot;die rolls&quot; just like to use the equations behind it ex: 2d6 has a less random distribution then 1d12, results are favored towards the average)&lt;br&gt;</description>
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            <title>Robustness</title>
            <link>http://www.byond.com/members/Drumersl?command=view_post&amp;post=152283</link>
            <guid>http://www.byond.com/members/Drumersl?command=view_post&amp;post=152283</guid>
            <pubDate>Tue, 05 Jun 2007 18:14:34 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Drumersl?command=view_comments&amp;post=152283#comments</comments>
            
            <description>While looking up something in the forums, I came across this post, Post &lt;a href=&quot;http://www.byond.com/forum/?post=135379&quot;&gt;[link]&lt;/a&gt;, and I believe that it would be a good idea for something like this to happen again. Perhaps in preparation of 4.0 or just to clean up the demos and libraries. I know one person probably wouldn't/couldn't do it. So perhaps if there was a guild or some other group that would take this upon themselves. I would help in any way I can.</description>
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            <title>Area Overlay</title>
            <link>http://www.byond.com/members/Drumersl?command=view_post&amp;post=143930</link>
            <guid>http://www.byond.com/members/Drumersl?command=view_post&amp;post=143930</guid>
            <pubDate>Fri, 25 May 2007 20:33:16 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Drumersl?command=view_comments&amp;post=143930#comments</comments>
            
            <description>&lt;b&gt;Code:&lt;/b&gt;&lt;br&gt;
&lt;div class=&quot;dmcode&quot;&gt;
&lt;table width=&quot;100%&quot; border=&quot;0&quot;&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;pre class=&quot;dmcode&quot;&gt;
mob&lt;br&gt;    &lt;span class=&quot;dmkeyword&quot;&gt;verb&lt;/span&gt;&lt;br&gt;        SetOverlay()&lt;br&gt;            &lt;span class=&quot;dmkeyword&quot;&gt;var&lt;/span&gt;/area/a = src.loc.loc&lt;br&gt;            a.AddOverlay()&lt;br&gt;area&lt;br&gt;    &lt;span class=&quot;dmkeyword&quot;&gt;proc&lt;/span&gt;&lt;br&gt;        AddOverlay()&lt;br&gt;            overlays += &lt;span class=&quot;dmstring&quot;&gt;'overlay.dmi'&lt;/span&gt;&lt;br&gt;&lt;br&gt;area&lt;br&gt;    layer = TURF_LAYER
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
&lt;b&gt;Problem description:&lt;/b&gt;&lt;br&gt;
I don't know if this is a code problem or a bug. I am leaning more towards bug.&lt;br&gt;
&lt;br&gt;
Anyway, in 10x10 world with only one typr of area. This should fill the area with the overlay. It does this, except it does not cover the bottem left corner. Every other tile is covered.&lt;br&gt;
&lt;br&gt;
[EDIT] I posted an example on my page:&lt;br&gt;
&lt;a href=&quot;http://members.byond.com/Drumersl/files/OverlayTest_src.zip&quot;&gt;http://members.byond.com/Drumersl/files/OverlayTest_src.zip&lt;/a&gt;&lt;br&gt;
&lt;br&gt;</description>
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            <title>Add verbs to a list</title>
            <link>http://www.byond.com/members/Drumersl?command=view_post&amp;post=164966</link>
            <guid>http://www.byond.com/members/Drumersl?command=view_post&amp;post=164966</guid>
            <pubDate>Tue, 20 Mar 2007 00:26:12 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Drumersl?command=view_comments&amp;post=164966#comments</comments>
            
            <description>I am trying to make a system in which a guild leader can control what verbs each other level of guild member has. Currently all possible verbs can be chosen from are under the type /mob/player/guild/verb (but it could really be anything), and I want to be able to pick verbs from that type and add them to lists for each level. All of this durring run time. Once the leader chooses the verb it is added to a list which is saved along with the guild. I haven't been able to make a list of verbs with the below method of picking a verb from a list to add to another list. The verb is not being passed as a verb, but as well nothing.&lt;br&gt;
&lt;div class=&quot;dmcode&quot;&gt;
&lt;table width=&quot;100%&quot; border=&quot;0&quot;&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;pre class=&quot;dmcode&quot;&gt;
&lt;span class=&quot;dmkeyword&quot;&gt;var&lt;/span&gt;/list/DIRverbs = &lt;span class=&quot;dmkeyword&quot;&gt;new&lt;/span&gt;()&lt;br&gt;&lt;span class=&quot;dmkeyword&quot;&gt;switch&lt;/span&gt;(alert(src,&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;Add or Remove Verbs&amp;quot;&lt;/span&gt;,&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;DIRECTOR VERBS&amp;quot;&lt;/span&gt;,&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;Add&amp;quot;&lt;/span&gt;,&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;Remove&amp;quot;&lt;/span&gt;,&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;Cancel&amp;quot;&lt;/span&gt;))&lt;br&gt;    &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;Add&amp;quot;&lt;/span&gt;)&lt;br&gt;        DIRverbs += input(src,&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;What Verb Would You Like To Add?&amp;quot;&lt;/span&gt;,&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;DIRECTOR VERBS&amp;quot;&lt;/span&gt;,) &lt;span class=&quot;dmkeyword&quot;&gt;in&lt;/span&gt; typesof(/mob/player/guild/&lt;span class=&quot;dmkeyword&quot;&gt;verb&lt;/span&gt;)&lt;br&gt;    &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;Remove&amp;quot;&lt;/span&gt;)&lt;br&gt;        DIRverbs -= input(src,&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;What Verb Would You Like To Remove?&amp;quot;&lt;/span&gt;,&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;DIRECTOR VERBS&amp;quot;&lt;/span&gt;,) &lt;span class=&quot;dmkeyword&quot;&gt;in&lt;/span&gt; DIRverbs&lt;br&gt;    &lt;span class=&quot;dmkeyword&quot;&gt;if&lt;/span&gt;(&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;Cancel&amp;quot;&lt;/span&gt;) &lt;span class=&quot;dmkeyword&quot;&gt;return&lt;/span&gt;
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
I am sure it is just something simple I have missed. Or is it only possible to store verbs in a mob/clients verb list?&lt;br&gt;
&lt;br&gt;</description>
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            <title>Floors: The Multiple Layer Demo Version 2</title>
            <link>http://www.byond.com/members/Drumersl?command=view_post&amp;post=28432</link>
            <guid>http://www.byond.com/members/Drumersl?command=view_post&amp;post=28432</guid>
            <pubDate>Fri, 16 Mar 2007 08:09:17 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Drumersl?command=view_comments&amp;post=28432#comments</comments>
            
            <description>I have updated my Floors demo to make it easyer to use with a pre-existing engine and added more documentation.&lt;br&gt;
Check it out under my demos.</description>
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            <title>Inherited States</title>
            <link>http://www.byond.com/members/Drumersl?command=view_post&amp;post=164997</link>
            <guid>http://www.byond.com/members/Drumersl?command=view_post&amp;post=164997</guid>
            <pubDate>Tue, 13 Mar 2007 00:02:11 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Drumersl?command=view_comments&amp;post=164997#comments</comments>
            
            <description>I may be overlooking something obvious, but anyways this is what I want to do. I am trying to clean up my code a bit and I realized that I am defining the same thing over and over for walls with directional density. Is there a way to define various turf states and have them inherited?&lt;br&gt;
&lt;br&gt;
Example:&lt;br&gt;
&lt;div class=&quot;dmcode&quot;&gt;
&lt;table width=&quot;100%&quot; border=&quot;0&quot;&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;pre class=&quot;dmcode&quot;&gt;
turf/wall/large&lt;br&gt;    name = &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;&amp;quot;&lt;/span&gt;&lt;br&gt;    opacity = 1&lt;br&gt;&lt;br&gt;    vertical&lt;br&gt;        icon_state = &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;Vertical&amp;quot;&lt;/span&gt;&lt;br&gt;        tbit = 238&lt;br&gt;    horizontal&lt;br&gt;        icon_state = &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;Horizontal&amp;quot;&lt;/span&gt;&lt;br&gt;        tbit = 187&lt;br&gt;    south_east&lt;br&gt;        icon_state = &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;SE&amp;quot;&lt;/span&gt;&lt;br&gt;        tbit = 190&lt;br&gt;    south_west&lt;br&gt;        icon_state = &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;SW&amp;quot;&lt;/span&gt;&lt;br&gt;        tbit = 250&lt;br&gt;    north_east&lt;br&gt;        icon_state = &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;NE&amp;quot;&lt;/span&gt;&lt;br&gt;        tbit = 235&lt;br&gt;    north_west&lt;br&gt;        icon_state = &lt;span class=&quot;dmstring&quot;&gt;&amp;quot;NW&amp;quot;&lt;/span&gt;&lt;br&gt;        tbit = 175
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
That would be the default structure for a wall, and if all that information could be inherited all I would have to do is:&lt;br&gt;
&lt;div class=&quot;dmcode&quot;&gt;
&lt;table width=&quot;100%&quot; border=&quot;0&quot;&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;pre class=&quot;dmcode&quot;&gt;
turf/wall/large&lt;br&gt;    CastleWallLarge&lt;br&gt;        icon = &lt;span class=&quot;dmstring&quot;&gt;'BrickWallLarge.dmi'&lt;/span&gt;&lt;br&gt;    WoodWallLarge&lt;br&gt;        icon = &lt;span class=&quot;dmstring&quot;&gt;'WoodWallLarge.dmi'&lt;/span&gt;
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
As long as all the icon states are the same.&lt;br&gt;
&lt;br&gt;
This would help me organize my icons and the code better because then I could just design a bunch of walls or anything else, and then as long as I named the icon states correctally I would have a multitude of walls that all act the same.&lt;br&gt;
&lt;br&gt;
I know this example wouldn't work because the types I defined are not a child type of the wall states. This doesn't seem possible, but maybe I am wrong. Any Ideas?&lt;br&gt;
&lt;br&gt;
&lt;br&gt;</description>
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            <title>Encryption?</title>
            <link>http://www.byond.com/members/Drumersl?command=view_post&amp;post=28169</link>
            <guid>http://www.byond.com/members/Drumersl?command=view_post&amp;post=28169</guid>
            <pubDate>Fri, 09 Mar 2007 09:56:29 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Drumersl?command=view_comments&amp;post=28169#comments</comments>
            
            <description>Well I was going through my folders and I found an enryption program I have written. There seems to be few people currently releasing these types of things, so I might as well put it out there now. By the way, this is very compacted and un-readable code as you can tell; I could not find the original non-compacted version. However, if anyone is interested I may rewrite it to make it more readable.&lt;br&gt;
&lt;br&gt;
How it works:&lt;br&gt;
It works off of the ascii values of whatever you are encrypting, so obviously this method wouldn't work for anything other than ascii characters. It takes a text string, and a text key and creates a string of seeming random numbers.&lt;br&gt;
&lt;br&gt;
To do this, the function goes letter by letter and finds the ascii value of the current letter, the previous letter, and the ascii value of a letter in the pass key. (The letter in the pass key is chossen using modular division: a%length(key) where a is the current letters position in the original word.) These values are then added together and create the string of numbers. It may not be the most secure method, but it works well enough if you pick a good enough key.&lt;br&gt;
&lt;br&gt;
&lt;a target=&quot;blank&quot; href=&quot;http://members.byond.com/Drumersl/files/encrypt_src.zip&quot;&gt;encrypt_src.zip&lt;/a&gt;&lt;br&gt;</description>
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