> You won't screw anything up, as long as you also renumber all the skills
> as well. You'll have to change the MAX_SKILLS as well.
> I did this myself, without any problems at all. Of course, I have
> ASCII pfiles, so I didn't have to worry about screwing up my pfiles
> either. It's been so long since I've had BINARY pfiles, that I can't
> remember if there was a problem with changing MAX_SKILLS or not.
*sighs*
structs.h :
/*
* If you want to add new values to the playerfile, do it here. DO NOT
* ADD, DELETE OR MOVE ANY OF THE VARIABLES - doing so will change the
* size of the structure and ruin the playerfile. However, you can change
* the names of the spares to something more meaningful, and then use them
* in your new code. They will automatically be transferred from the
* playerfile into memory when players log in.
*/
struct player_special_data_saved {
byte skills[MAX_SKILLS+1]; /* array of skills plus skill 0 */
byte PADDING0; /* used to be spells_to_learn */
bool talks[MAX_TONGUE]; /* PC s Tongues 0 for NPC */
int wimp_level; /* Below this # of hit points, flee! */
byte freeze_level; /* Level of god who froze char, if any */
( ... )
Notice how MAX_SKILLS must be a constant essentially to prevent messing up
the pfile.
- B. Brown
TimeTraveller - fate.digital-genesis.com : 3000
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