Re: Addin new places to wear eq

From: Avram (avram@GTE.NET)
Date: 06/16/98


Hello I was wondering if i may put this snippet on my circleMUD web site for
others to use?  I will give credit to the author.
Thanx,
Avram
-----Original Message-----
From: Anthony Rye <ajrye@ONE.NET>
To: CIRCLE@post.queensu.ca <CIRCLE@post.queensu.ca>
Date: Tuesday, June 16, 1998 5:53 AM
Subject:  Addin new places to wear eq


>/***********************************************************************
> *  new_wear_bit.txt - olc.h - structs.h -act.item.c                   *
> *                                                                     *
> *  Original Author:  WhiteDemon                                       *
> **********************************************************************/
>
>Intended addiance: Newbie coders
>What this does: Adds new wearable places on mud
>
>Disclaimer and junk: I hearby state i am not reasonsable to what this may
>      to your mud, if this doesnt work after following this instructions.
>
>*********************W  A  R  N  I  N
G***************************************
>            This only works if you have Oasisolc
>***************************************************************************
****
>Step One:
>~~~~~~~~~
>First you need to open the structs.h file in your src directory.
>look for this:
>#define WEAR_HOLD   17 /* XXXXXXXXXXXX  */ (or what ever number the next
>                                                number may be)
>ADD :
>~~~~~~~~~~
>#define WEAR_XXXXX XX   (X = whatever place you may want them to be able
>                        to wear an item and the number after whatever the
>                        last one was)
>
>* Make sure at the end of these defines you go one number higher of your
>        last define
>
>
>Look for this:
>~~~~~~~~~~~~~~~
>#define ITEM_WEAR_HOLD ( and do the same from above)
>
>*****************Now you can close and save this file********************
>
>Step Two:
>~~~~~~~~~
>open your olc.h file located in the src directory also
>and look for this line:
>#define NUM_ITEM_WEARS  XX (put in the number of the last entry of your
>                                structs.h file where we defined ITEM_WEAR)
>
>**********************Now You Can Close and save this file*****************
>
>Step Three:
>~~~~~~~~~~~
>open your act.item.c file and look for:
>void wear_message(struct char_data * ch, struct obj_data * obj, int where)
>
>goto the last message which might be:
>
>        {"$n grabs $p.",
>        "You grab $p."} <-----*notice the no comma, Add one along with
>                                the rest of your messages. Besure the last
>                                 entry doesnt have a comma after the
>                                        bracket.
>
>Step Four:
>~~~~~~~~~~
>Look for perform_wear in your act.item.c file
>look for this:
>
>        int wear_bitvectors[] = {
>          ITEM_WEAR_TAKE, ITEM_WEAR_FINGER, etc...
>        ***Make sure after ITEM_WEAR_HOLD you make the line almost exact
>                to what it looked like before you edited*********
>example:
>~~~~~~~~
>                ITEM_WEAR_XXX, ITEM_WEAR_XXXX, ITEM_WEAR_XXXX,
>              ITEM_WEAR_XXXX, ITEM_WEAR_HOLD};
>
>Step Five:
>~~~~~~~~~~
> go down to char *already_wearing[] = {
>at the end of this add in your already wearing messages
>
>(note: if you want to make it so you wear earing right and left
>        Besure you add in a YOU SHOULDNT SEE THIS MESSAGE)
>
>Step Six:
>~~~~~~~~~
>if you have items that are wearable to right and lefts
>look for this:
>
>/* for neck, finger, and wrist, try pos 2 if pos 1 is already full */
>
>below that line add in your where =
>
>Step Seven:
>~~~~~~~~~~
>Look for: int find_eq_pos(struct char_data * ch,
> below: static char *keyboards[] = {
>
>Add: add in your wear bits at the last lin before:
>
>        "\n",
>Note: Besure to add in your !RESERVES! for right and left wearables
>
>
>Step Eight:
>~~~~~~~~~~~
>find: if (CAN_WEAR(obj, ITEM_WEAR_WRIST))       where = WEAR_WRIST;
>
>add: Add in your new wearables
>
>*********************CLOSE this file and save******************************
>
>Now all you need to do is compile your mud and cross your fingers for no
>errors :P
>
>
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