I posted a special proc earliar called invis_item, below is my final
renditions to it...if you have any suggestions to making it better please
post changes.
/* in spec_procs.c */
/* add at top of fle this to list of extern functions */
void perform_remove(struct char_data * ch, int pos);
SPECIAL(invis_item)
{
int i;
char arg1[MAX_INPUT_LENGTH];
for (i=0; i< NUM_WEARS; i++)
if(GET_EQ(ch, i) && GET_OBJ_VNUM(GET_EQ(ch, i)) == 35){ /* make sure you
have object vnum 35 */
if(CMD_IS("disappear")) {
send_to_char("You slowly fade out of view.\r\n", ch);
act("$n slowly fades out of view.\r\n", FALSE, ch, 0, 0,TO_ROOM);
SET_BIT(AFF_FLAGS(ch), AFF_INVISIBLE);
return (TRUE);
}
if (CMD_IS("appear")) {
REMOVE_BIT(AFF_FLAGS(ch), AFF_INVISIBLE);
send_to_char("You slowly fade into view.\r\n", ch);
act("$n slowly fades into view.\r\n", FALSE, ch, 0, 0,TO_ROOM);
return(TRUE);
}
/* added this so that players cannot remove and give to another player
without becoming visible */
one_argument(argument, arg1);
if (is_abbrev(arg1, "magical")) {
perform_remove(ch, i);
if (IS_SET(AFF_FLAGS(ch), AFF_INVISIBLE)) {
REMOVE_BIT(AFF_FLAGS(ch), AFF_INVISIBLE);
send_to_char("You slowly fade into view.\r\n", ch);
act("$n slowly fades into view.\r\n", FALSE, ch, 0, 0, TO_ROOM);
return (TRUE);
}
else
return (TRUE);
}
return (FALSE);
}
return (FALSE);
}
have fun
Abram
abram@deltanet.com
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