On Wed, 29 Mar 1995, DragonMUD [iii1.iii.net 4000] [184.108.40.206 4000 wrote: > > > - Mr. Data, Lt. Commander, U.S.S. Enterprise > > ---------- Forwarded message ---------- > Date: Tue, 28 Mar 1995 01:54:24 -0500 > From:firstname.lastname@example.org > To: email@example.com > Subject: Clans > > I am currently trying to add clans if anyone could help out any help > would be appreciated I have no idea where to start but have an idea on > where to go if someone tells me where to start. > > > Clans seem fairly straight forward to me. First thing would probably be creating a place where it saves who is in a clan, or if you want to wipe the pfiles, in struct char_data put a char, byte, or however you plan on saving the players clan in. After you've decided on which approach, its probably best to write the routine(s) to read/write from the clan file or in db.c, (if you added clan info to char_data) in the read/write for the player files (I don't remember the names of the functions, but searching for GET_CLASS may get there:). After that, you're on your own on how you want to implement the rest -- but, suggestion being as follows, don't let it be free to run or be in a clan, put in clan houses, but restrict the ammount of objects that can be saved in there, and put in a aesthetically pleasing " [clan]" type thing in WHO (ie., "[ 206 Dro Mag ] Spawn the Implementor/Coder/everything [KoD]" (on my MUD (version 2 gamma, version 1 doesn't have clans) at least)); .... Whoops, bad habbit with the semi-colon... ---- Spawn (firstname.lastname@example.org) KrimsonMUD (220.127.116.11 port: 3999) C prorammer's smilies: (:); (:)(-<); DISCLAIMER: Take this message as you will, I meant it differently.
This archive was generated by hypermail 2b30 : 12/07/00 PST