Ok, if I were to do this... would it mean that you could 'advance' at any
time above lvl 10 for archer (see code below)
> ACMD(do_class_advance)
> {
> .....normal variable info here...
>
> ....standard don't mess around as NPC code here...
>
> if (GET_LEVEL(ch) >= 10)
> switch (GET_CLASS(ch))
> case CLASS_ARCHER:
> GET_CLASS(ch) = CLASS_BOWMAN;
> act("You have advanced into the specialization of bowmen!",
TRUE,
> ch, 0, 0, TO_CHAR);
> act("$n has reached a new level of specialization.", FALSE, ch,
0,
> 0, TO_ROOM);
> break;
[AND WHAT IS THIS???]
> case CLASS_MAGIC_USER:
> GET_CLASS(ch) = CLASS_SUPERMAGE;
> [???].... blah blah blah *wink*..... <-- insert all the possible
class
> combinations here[bowman sharpshooter?]
> break;
> default:
> log("SYSERR: Unknown class sent to do_class_advance!");
> break;
> etc. etc. etc.
> }
>
> }
>
I getmost of that but how would i go about making the advance command? And,
if you read on, Is this code ok for using in struct.h and util.h along with
yours?
STRUCT.H
#define CLASS_ARCHER 4
#define CLASS_BOWMAN 5
#define CLASS_SHARPSHOOTER 6
UTIL.H
#define IS_ARCHER(ch) (!IS_NPC(ch) && \
(GET_CLASS(ch) == CLASS_SHARPSHOOTER || \
GET_CLASS(ch) == CLASS_BOWMAN || \
GET_CLASS(ch) == CLASS_ARCHER))
will this stuff work? could you send any fixes back to me? thanks!
-Stephen
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