> > Well, in order to add such a feature so the users can toggle it, you'd > > have to add information to the user structure, thereby tampering with the > > user files. > > There is no need to tamper with the userfiles. You could set the Autoloot-flag > to a default value when entering the game. Then you only need to add the flag > to the memory structure. It's not such a big deal to implement it, rather simple > actually. Oh heck, it's not tampering with the userfiles at all. It's adding an extra file for each user in addition to the current file which would hold all extra information that's hardcoded in. > (memory violation bug when a corpse is created with gold) I've never had reports of any bug like this in pl8. In fact, the only bugs in the game were more of consistencies in the game that didn't apply to how I wanted it to work, ie: grocers not accepting meat. In fact, the only bugs I've had are core dumps when I've either replaced the current version of CircleMUD with a new one (heh heh heh), or a piece of new code of mine, because of a pointer error, caused some rather interesting error messages. Heh. (Your bug details follow:) > BTW when I'm at it, how many bugs does the pl8 have anyway? > I'm implementing a new skill, which allows skilled players to make eq, of mobs. > The higher level and exp of the mob, the better equipment you can produce of the > corpses. It works just fine. A few minutes.. :) Something in the code produces > a BUS-signal and a message saying 'Memory aligment violation' or something like > that. I compiled it with debug-info and debugged it. The bug that raised the > BUS-error was not in my code, it was when GET_GOLD(struct char_data *) in make_corpse() > was executed. It seems like when I kill something carrying gold, it goes haywire. > Killing fido's and blobs (which don't have any gold default) worked just fine, > and there was no problem making boots and stuff out of them (my code), but > when killing a cityguard that carries gold, raised the exception. > This error is not in my code, so therefor it has to be some sort of bug. > Has anyone of you had any similar bug, that you've fixed? If so I'd be very glad > if you'd share some info with me..
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