oh yeah, I forgot, make a do_search command.. random chance of finding
the hidden door.. here is a hint on that.. <don't make a fail message>..
when I tried that I got this:
You find nothing special.
You find nothing special.
You find nothing special.
You find a secret entrance!
You find nothing special.
You find nothing special.
because it searches all the directions, even if they don't exist.. i.e no
north exit.. anyways, do_search is easy.. just put the for() from
autoexits, then if(door is secret && percent > prob) {
remove_bit(ex_secret)
send_to_char("You find a secret entrance!");
then all you need is the 2 }} from the 2 {{ you would
use.. =) <that one and the "ACMD(do_search) {".. good luck..
Nashak Brian Williams The Realms of Luminari
nashak@darkstr.com bmw@efn.org darkstr.com 6969
On Thu, 22 Aug 1996, Alex wrote:
> Was wondering if anyone knows of a convinient way to have exits show up
> when you enter a room like was mentioned on here a while ago....
>
> <roomdesc>
> North# East... where the # indicates a closed exit.
>
> I'd like to see that work more or less like that, and likewise with Exits...
> North# - An Iron gate
> East - A hallway
>
> These two seem relatively easy to pull off, (I'll know once I bother to go
> and look at the code. :) but what I wanted to do that the stock Circle
> doesn't seem to support very well is be able to define some exits as
> secret. So that if we had a third exit going south, it would not show up on
> autoexits or exits, and furthermore, if you went south, you would not see,
> "The secret door is closed," you'd get the "Oof, you can't go that way"
> msg.
>
> The part that's got me really befuddled is how to code the secret door flag in.
>
> Suggestions?
>
> -sno
>
> + + + + + + + + + + + ____ ___ ___ + + + + + + + + + + +
> + James Snow + /',__\ / '_ `\ / __`\ + Tai Moro! +
> + + + + + + + + + + +/\__, `\/\ \/\ \/\ \L\ \+ + + + + + + + + + +
> + sno@mindvox.com +\/\____/\ \_\ \_\ \____/+ I Will Not Serve! +
> + + + + + + + + + + + \/___/ \/_/\/_/\/___/ + + + + + + + + + + +
>
>
>
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> | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html |
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>
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From cat@vuse.vanderbilt.edu Thu, 22 Aug 96 12:31:23 -0500
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From: Katzlberger Thomas <cat@vuse.vanderbilt.edu>
To: circle <circle@cspo.queensu.ca>
Subject: [Circle] [CODE] Funny C in spell_disintegrate
Date: Thu, 22 Aug 96 18:31:00
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This spell has got really weird C syntax - never seen that before:
/* A bonus for ac affecting items also */
for (i = 0; i < MAX_OBJ_AFFECT; i++) {
^^^^^^
what is this supposed to do ??
if (obj->affected[i].location == APPLY_AC)
^^^^^^^
and this
save -= obj->affected[i].modifier / 10;
}
Very puzzled, Cat.
---
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_/_/ Thomas Katzlberger _/_/
_/_/ katzlbt@vuse.vanderbilt.edu _/_/
_/_/ @aWhiteNeXT.called.garfield _/_/
_/_/ http://www.vuse.vanderbilt.edu/~katzlbt/ _/_/
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_/_/ "You can tune a file system, but you can't tune a fish." _/_/
_/_/ UNIX man page for tunefs. _/_/
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