> From: Erik <madison@nevada.edu> > I'm sure there is a simple solution to this, but it is for now eluding me. > I just got finished creating a few weapon procs that do spells/whatever 1 > per day (or whatever I set it at). > eg. Once per day, you can tell your sword of lightning to cast lightning > bolt. > Problem is, if I have 2 of these in the game, and one player uses the > power, the other owner cannot until that day is over. So, I need to > somehow make each one unique. I messed around with setting a unique bit, > based on the players name, to obj->value[3], since it was unused, but > that faulted. Any other thoughts on this? Playing around, I cast cont. > light on one, and left one alone, but still no avail. Can I even do this > within the spec_proc alone? > I think I solved the problem yesterday when I attempted to engrave my items. I placed an extra field in the struct that holds the carried by and owned by (oops, that's mine) and worn by. Also, add it to objsave.c so that it saves the results. For you, I'd do a 'counter' perhaps and within 'update objects', which checsk each object, go and down the counter by one until it's 1 (I'd avoid going down to 0... so I could use a 0 value to flag the lack of a specproc, perhaps). So, your obj proc would add 'x' to the counter if the counter was 1, and until x turns to 1 again, won't do the special move. Also, I just created my first ring of invisibility.... by adding aff_flags to each object and applying any applicable affs to the char wearing it. Problem was that a user would just have to remove and wear, remove and wear to stay invised.... this counter bit I just set up might do the trick by having wear check the counter, add a latency if applicable.... Thanks for spawning some strange ideas! -Billy H. Chan ~{3B:FH;~} <bhchan@csua.berkeley.edu> For more, check out http://www.csua.berkeley.edu/~bhchan NovaCmdr. 'Suicide Strom' of Clan Wolf | FiestyFly FireMoth Variant "If you're going under 100kph, you might as well stand still"
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