Here are a few neat little changes I've made to CircleMUD 2.20... in act.movement.c: under ACMD(do_move): [...] >if (!world[ch->in_room].dir_option[cmd]) { > send_to_char("Alas, you cannot go that way...\n\r", ch); > } else { /* Direction is possible */ > if ((IS_SET(EXIT(ch, cmd)->exit_info, EX_CLOSED)) && > (GET_LEVEL(ch) < LEVEL_GOD)) /* allows GOD+ to walk thru doors */ > if (EXIT(ch, cmd)->keyword) { > sprintf(buf2, "The %s seems to be closed.\n\r", > fname(EXIT(ch, cmd)->keyword)); > send_to_char(buf2, ch); > } else [...] under do_lock: [..] >else if ((!has_key(ch, obj->obj_flags.value[2])) && > (GET_LEVEL(ch) < LEVEL_GOD)) /* allows GOD+ to lock objs w/o key */ > send_to_char("You don't seem to have the proper key.\n\r", ch); [..] also under do_lock you can change where it is an room and you don't have the key.. same idea.. under do_unlock, change the same things to allow GOD+'s or whoever to unlock objs and rooms without keys.. in act.other.c: under do_quit: [...] >if ((subcmd != SCMD_QUIT) && (GET_LEVEL(ch) < LEVEL_IMMORT)) { > send_to_char("You have to type quit - no less, to quit!\n\r", ch); > return; > } [..] immort+'s can now type qui or qu or whatever to quit.. ... enjoy! A question: how do you get loadroom to work? I try set loadroom whatever.. and no matter what.. it always puts me into the default immort loadroom.. I tried changing interpreter.c around a bit under the loadroom section.. but succeeded only in crashing the program.. oh well.... l8er
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