Before you do something like wielded->whatever[0].whatever you want to add a check if (wielded) this prevents a crash when you try to reference a pointer that isn't initialized (or soemthing like that.. if they're not wielding anythingm then wielded == NULL and trying to use wielded-> will give a seg. viol.) Also, you should change the object loading procedure in db.c to fill the new structure you created (weapon_spell_type or something) with zeros, and then, since I assume not every weapon casts a spell, again check with if (wielded->spell[0].whatever) { cast the spell } else it doesn't have a spell... I have no idea if this is right, but I ran into this problem when trying to change stuff in hit().. it took me awhile to track down, but there is also a reference to wielded in .. umm... skill_messages I think, that one drove me nuts before I could find it! Let me know if I'm totally wrong, Please.. heh. Hope this helps. Steve
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