> > Does anyone know if timers work on circle 2.2 objects? For example > on some muds a key will fade after so much time, that way it goes back into > the game and will repop. Does circle 2.2 support this, and if not then > could somsone explain what parts of the code need to be changed to add it. I believe just about any version of Circle supports it, the problem is in setting the original timer value. A while back (a long while) I mentioned that I had modified my mob files so that optional skill lines could be added to give mobs skills without adding any new special procedures. We did pretty much the same thing with objectss, but added lines to be able to define more of the object's flags. One thing that many people don't realize is that objects have a bitvector so that they can use the AFF_ bits the same way spells do, i.e. make you invisible when put on, or give you the detection spells, or anything else that has an AFF bit. The code is already there, you just need to set the affected value to something, since they all default to 0. Bottom line: Go into db.c and look at the code where objects are read. There should be some kind of a check for an 'A' for affected_by stuff, and just add your own optional flag (like maybe an 'F' for flag) and have it read in the data. Ours looked something like: F affected_by affected_by2 timer (we had 2 affected_by longs because we ran out of AFF's) The code that handles how objects deteriorate is in limits.c. You might want to check it out. I seem to recall some problem with mobs having objects that deteriorated... either the objects did deteriorate and mobs never ended having the objects by the time PCs got there, or PCs could give the objects charmed mobs so that the objects wouldn't deteriorate... I forget which. And on the topic of keys, we decided to give them "charges" just like wands and staves... once the key ran out, it crumbled to dust. -Jeff
This archive was generated by hypermail 2b30 : 12/07/00 PST