> a: reim
> b: calm ( to halt fighting in a room)
> (looks like I though of a few more)
ACMD(do_peace)
{
struct char_data *tch;
char *words = "$n issues an order of total tranquility.";
if(IN_ROOM(ch) == NOWHERE){
send_to_char("You can not make peace in nowhere!\r\n", ch);
return;
}
for(tch = world[IN_ROOM(ch)].people; tch; tch = tch->next){
if(FIGHTING(tch) && IMM_CAN_SEE(ch, tch)){
stop_fighting(tch);
act(words, TRUE, ch, 0, tch, TO_VICT);
}
}
send_to_char("You fill the room with tranquility.\r\n", ch);
return;
}
> c: passdoor (so imm+'s can walk through closed doors, etc)
That is about a 1 or 2 line code check in act.movement.c.
> d: and a command to give newbie's basic items and gold
And yet again..... ;)
void load_newbie_equipment(struct char_data *ch)
{
/*
* NOTE: these numbers will be changed if the zone files are wiped...
*/
int items[7]=
{ 3010, 3010, 3010, 3032, 3044, 3076, 3081 };
int tmp;
struct obj_data *o;
for(tmp=0; tmp<=6; tmp++){
if((o=read_object(items[tmp], VIRTUAL)) == NULL){
sprintf(buf,"ERROR: newbie load: object #%d does not exist.",
items[tmp]);
log(buf);
continue;
} else
obj_to_char(o,ch);
}
/*
* attacking type weapon
*/
if(GET_CLASS(ch) == CLASS_WARRIOR) tmp = 3021;
else if(GET_CLASS(ch) == CLASS_CLERIC) tmp = 3024;
else tmp = 3020;
o = read_object(tmp, VIRTUAL);
if(o == NULL) return;
obj_to_char(o, ch);
GET_GOLD(ch) = 0;
GET_GOLD(ch) = number(500, 750);
}
-reni
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