Re: [Newbie] Skills

From: Edward Glamkowski (EGlamkowski@MATHEMATICA-MPR.COM)
Date: 01/14/98

Diku (and older versions of circle) keep track in skillo() of
each class and the level they needed for using a skill.
That way, if you wanted to add a skill to a character class, just
change the min. level from 0 to whatever level you want.

It was, however, a pain to add new classes, as you had to add an
argument to every single skillo() call... ;)

However, I agree that checking for the skill itself (as per below)
is probably the best solution, and I use it myself.  Should probably
go into stock! =)

>From:  John Evans[SMTP:evansj@HI-LINE.NET]
>Sent:  Wednesday, January 14, 1998 12:08 PM
>Subject:       Re:  [Newbie] Skills
>On Wed, 14 Jan 1998, Mike Carpenter wrote:
>> Okay i have added a new skill (i have patch12)  and this is my first time
>> entering a skill.  I have the skill defined in spells.h and then I
>> have it assigned to a class in class.c  I also put it in interpreter.c and
>> spell_parser.c.  It is showing up at the right level for the class but
>> if any person at any level typed the command they could do it.
>Of course. It's a command. The only thing the keeps people from typing a
>command is the level restriction. If you're below the level needed to use
>the command, you get the "Huh?" message, otherwise it gets passed on to
>the ACMD() function.
>> I guess my question is, where do I code that this skill is only for class
>> bard... I didn't think i needed to put a check in the actual ACMD
>> function...I check do_steal and didnt see a check to make sure only
>> thieves are using this?  How do I do this?   What did i forget?
>I trashed the idea of doing a check for class at the top of skill usages.
>That way I can add in classes more easily in the future if I feel like I
>need to.
>What I did is like so:
>  if (!GET_SKILL(ch, SKILL_KICK)) {
>    send_to_char("You better keep both feet on the ground.\r\n";
>    return;
>  }

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