Here are a few neat little changes I've made to CircleMUD 2.20...
in act.movement.c:
under ACMD(do_move):
[...]
>if (!world[ch->in_room].dir_option[cmd]) {
> send_to_char("Alas, you cannot go that way...\n\r", ch);
> } else { /* Direction is possible */
> if ((IS_SET(EXIT(ch, cmd)->exit_info, EX_CLOSED)) &&
> (GET_LEVEL(ch) < LEVEL_GOD)) /* allows GOD+ to walk thru doors */
> if (EXIT(ch, cmd)->keyword) {
> sprintf(buf2, "The %s seems to be closed.\n\r",
> fname(EXIT(ch, cmd)->keyword));
> send_to_char(buf2, ch);
> } else
[...]
under do_lock:
[..]
>else if ((!has_key(ch, obj->obj_flags.value[2])) &&
> (GET_LEVEL(ch) < LEVEL_GOD)) /* allows GOD+ to lock objs w/o key */
> send_to_char("You don't seem to have the proper key.\n\r", ch);
[..]
also under do_lock you can change where it is an room and you don't have the
key.. same idea..
under do_unlock, change the same things to allow GOD+'s or whoever to unlock
objs and rooms without keys..
in act.other.c:
under do_quit:
[...]
>if ((subcmd != SCMD_QUIT) && (GET_LEVEL(ch) < LEVEL_IMMORT)) {
> send_to_char("You have to type quit - no less, to quit!\n\r", ch);
> return;
> }
[..]
immort+'s can now type qui or qu or whatever to quit..
... enjoy!
A question: how do you get loadroom to work? I try set loadroom whatever.. and
no matter what.. it always puts me into the default immort loadroom.. I tried
changing interpreter.c around a bit under the loadroom section.. but succeeded
only in crashing the program.. oh well....
l8er
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