now i'm a bit confused regarding mag_materials.
let's say i want every spell on the mud to have a material component
(most of which will probably be things trivial to acquire - lying
around town or sold cheaply in stores). it seems to me the only
practical way to handle this would be to create some additional
function called from do_cast like
if (!has_materials(ch, spellnum))
{ blah }
where has_materials looks something like:
has_materials(struct char_data * ch, int spellnum)
{
switch (spellnum) {
case SPELL_ARMOR:
return (mag_materials(ch, 1, 2, 3, TRUE, FALSE));
break;
}
etc.
}
return 0;
}
is this the right idea, or have i completely missed the boat with
mag_materials?
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