Re: [CODE][Newbie] Implementing object levels

From: Crimson Wizard (cwizard@GIBLETS.COM)
Date: 09/29/97

On Mon, 29 Sep 1997, Codex / Arcanium wrote:

you haven't specified anywhere in db.c where to load that value from the
object file for starters... see where that takes you.

> Hey everyone.
> Anyone of you ever tried (and succeeded) to add minimum levels required
> to use an object? I have... it doesn't work though.
> What I've been trying to do is add a fifth object value to the objects.
> The mud boots up and compiles normally, no error messages, however the
> fifth value
> doesn't seem to be read at all
> Here's what i did,
> First I changed the "int value[4];"-line to "int value[5];" in the file
> structs.h.
> (Yes, i know there are two places you need to change this, and that
> it'll mess up the player files, so I deleted the previous playerfile to
> start all over.)
> Then I edited the do_wear, do_wield, do_grab commands.
> I added theese lines to those three commands:
> if (GET_LEVEL(ch) < GET_OBJ_VAL(obj, 5))  {
>  send_to_char("You don't know how to use it!\r\n", ch);
>  return;
>  }
> Then i changed the objsave.c file. The obj_from_store() and
> obj_to_store() commands.
> There I added the line: GET_OBJ_VAL(obj ,4) = object.value[4];
> (and the other way around for the second command);
> I've also made sure that the obj files are edited to contain a fifth
> value.
> This by only including one zone in the mud (would have taken to much
> time to change all the object files).
> By doing this i had to remove the assignments for all now non-existing
> mobs, objs, and rooms in the spec_assign.c.... works fine, no error
> there.
> I also changed the starting room for imms, mortals and frozen players to
> rooms in my fixed zone.
> So, I'm kind of hoping someone of you have run into the same problem
> sometime before and can help me..
> Can you?
> /CodeX
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Crimson Wizard

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