>
> A few weeks ago I was reading this newslist, and I saw someone post the code
> modifications forto make a character started out with a certain amount of
> cash or equipment. Could someone please repost ttit? Thanks much!
>
> -jo
>
I posted something along time ago, but will send something out again.
Ok, here is something real quick. I forget exactly what the items
are, but there are something like leather jacket, bread, bag, and a dagger.
Change the 30xx numbers to what you want from your object files. Also,
make sure if you change the size of the equip array to change
the i<=4 (the 4) to represent your new value. I call something similar
to this right after a character has completed the class selection.
Ohh yeh, when you call load_newbie_equip (if you do it before they
actually enter game), you do something like:
load_newbie_equip(d->character);
/*
** load_newbie_equip(): load items from equip[] to ch.
*/
void load_newbie_equip(struct char_data *ch)
{
struct obj_data *o;
int i, equip[5] = { 3024, 3010, 3044, 3076, 3081 };
for(i=0;i<=4;i++)
{
if(o=real_object(equip[i],VIRTUAL) == NULL){
sprintf(buf,"SYSERR: newbie item %d does not exist!",equip[i]);
mudlog(buf,CMP,LVL_IMPL,TRUE);
continue;
} else obj_to_char(o,ch);
}
GET_GOLD(ch) = 1000;
send_to_char("Count your lucky stars, you have been equiped!\r\n",ch);
return;
}
--
"Freak scene just can't believe us. Why can't it just be cool and free us?"
thc@interaccess.com rev@indy.net Reni or Sebadoh or Nroff @ MUDS
This archive was generated by hypermail 2b30 : 12/07/00 PST