Hi all, I made some changes in do_simple_move in act.movement.c of circle 3.0bpl7 in order to: - include the WATERWALK affection (I made the spell functioning before), - make ITEM_BOAT useable if it is WORN instead of CARRIED (was suggested by someone on the list earlier) - this is especially interesting for another item type I created, TRANSPORT, to travel AIR, SPACE and UNDER- WATER, respectively. The problems are: - AFF_WATERWALK works for a player on whom the spell was casted but not for NPC's with the flag set in the mob file (though stat shows AFF), - The part with the WEAR eq crashes the mud :( This is the code: /* if this room or the one we're going to needs a boat, check for one */ if ((world[ch->in_room].sector_type == SECT_WATER_NOSWIM) || (world[EXIT(ch, dir)->to_room].sector_type == SECT_WATER_NOSWIM)) { /* player carries boat */ <- ORIGINAL if (!IS_NPC(ch)) { for (obj = ch->carrying; obj; obj = obj->next_content) if (GET_OBJ_TYPE(obj) == ITEM_BOAT) has_boat = TRUE; } /* flying transport is ok for water, too */ <- SPECIAL OF OUR MUD, WORKS if ((!has_boat) && IS_NPC(ch) && (MOB_SKILLED(ch, MSKILL_FLY))) has_boat = TRUE; /* aff waterwalk ? */ <- WORKS FOR PC ONLY if (!has_boat) { if (IS_AFFECTED(ch, AFF_WATERWALK)) has_boat = TRUE; } /* wear instead of carry */ <- THIS PART CRASHES THE MUD if ((!has_boat) && (!IS_NPC(ch))) { for (equip_pos = 0; equip_pos < NUM_WEARS; equip_pos++) if (GET_OBJ_TYPE(ch->equipment[equip_pos]) == ITEM_BOAT) has_boat = TRUE; } if (!has_boat) { send_to_char("You need a boat to go there.\r\n", ch); return 0; } } Any suggestions appreciated. BTW, any suggestions on how to modify house.c so that only a certain amount of items will be stored per house ? - Stefan. -- Stefan A. Rensing Institute of Biology II/III - Schaenzlestr. 1 The SysOp Biologist D-79104 Germany, FON: +49 761 203-2676 / FAX: 2675 e-mail: rensing@uhura.biologie.uni-freiburg.de MUD: port 4242 on that <- host http://www.biologie.uni-freiburg.de/data/people/lije.html IRC:Lije MUD:Aragorn "I love you !" "I know."
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