> > I'm coding a shitload of areas (ok, I lie, a handfull =) to save time > while we all wait for Circle 3.0... I'm using Vamp's Circle3.0 defs for > dikued.. now.. will we have to make any changes to the wld/mob/obj/zon > files (besides renaming them to zone#.whatever) so that Circle 3.0 will > read them? Shouldn't. Part of the reason why Jeremy pre-released v3.0 structs.h (which Vamp's Circle3.0 defs are based upon) was to allow builders to begin creating areas for v3.0. > Also.. why are the mob initial positions set, by default, DO_NOT_USE? I > remember bumpkins in the shire as POS_SLEEPING.. they were fun to kill.. > can't do that in Circle? Or am I missing something? Missing something. In the last line of each mobile record you have fields for <POSITION> <DEFAULT_POSITION> and <SEX>. Just set the first position to whatever you want them to load as, the second as how they should return after combat. If you've misplaced the data: 4 Sleeping 5 Resting 6 Sitting 8 Standing (0 - 3 and 7 are used internally for fighting and various states of incapacitation) > Hmm, any more questions while I'm at it.. Oh, ok, here's one more > question: Will the "new and improved" docs have lots of nice instructions > on how to properly add shopkeepers and spec_proc for mobs? I know the > spec_proc changed, but not how.. Best file I've seen on shopkeepers is the C.A.W. builders handbook. I know it's in the /pub/caw directory, but I forget the ftp site. As far as assigning new spec_procs. Well, if you are assigning existing procs on more mobs, all you do is update spec_assign.c to include the new mobs. If you are rewriting brand new spec_procs, well, I hope you know something about programming and C. *grin* Or you can do like me, code by example and wing it. *wink* -Eric
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