On Tue, 13 Feb 1996, root wrote:
> Date: Tue, 13 Feb 1996 00:15:20 -0600 (CST)
> From: root <root@frodo.neurotech.net>
> To: circle@pvv.unit.no
> Subject: Newbie Questions...
>
> Hi all,
> I have a couple of quick newguy questions...
>
> 1. How do you set the game so that new characters are given equipment when
> they log on for the first time?
>
> 2. Is it easyer to use the various OLCs or just build the old fashion way?
>
> That's enough for now...Thanks in advance...
>
>
> Mike N.
This is the code for the newbie eq thing, and yes I find online building
is easier then offline building.
-----------------------------------------------------------------------------
In act.wizard.c in the function do_start you want to add the lines with a
'*' in front of them. Obviously, do not include the * in the final code.
-----------------------------------------------------------------------------
void do_start(struct char_data *ch)
{
* int eqlist[] = {3102, /* this is a list of the vnum's of the items */
* 3102, /* that you want to give to the players */
* 3010, /* it must end with a zero */
* 3010,
* 11,
* 3043,
* 3076,
* 3081,
* 5428,
* 0};
* int z,i,weapon; /* variables needed for newbie eq */
void advance_level(struct char_data *ch);
GET_LEVEL(ch) = 1;
GET_EXP(ch) = 1;
ch->points.max_hit = 10; /* These are BASE numbers */
ch->points.max_mana = 100;
advance_level(ch);
GET_HIT(ch) = GET_MAX_HIT(ch);
GET_MANA(ch) = GET_MAX_MANA(ch);
GET_MOVE(ch) = GET_MAX_MOVE(ch);
GET_COND(ch, THIRST) = 24;
GET_COND(ch, FULL) = 24;
GET_COND(ch, DRUNK) = 0;
ch->player.time.played = 0;
ch->player.time.logon = time(0);
/* used to give newbies gold if you want */
* GET_GOLD(ch) = 50;
* z = -1;
/* give the objs to the character */
* if (mini_mud > 0){
* while (eqlist[++z])
* obj_to_char(read_object(real_object(eqlist[z]),REAL),ch);
* }
* weapon = 0;
/* make sure you modify for the classes you have in your mud */
* switch (GET_CLASS(ch)) {
* case CLASS_MAGIC_USER:
* case CLASS_CLERIC:
* case CLASS_BARD:
* weapon = 3024;
* break;
* case CLASS_THIEF:
* case CLASS_ASSASSIN:
* weapon = 3020;
* break;
* case CLASS_WARRIOR:
* case CLASS_RANGER:
* case CLASS_BARBARIAN:
* case CLASS_PALADIN:
* weapon = 3021;
* break;
* case CLASS_MONK:
* case CLASS_KENSI:
* case CLASS_REMORT:
* break;
* default:
* break;
* }
/* Give the weapon to the character */
* if (mini_mud > 0){
* if (weapon != 0)
* obj_to_char(read_object(real_object(weapon),REAL),ch);
* }
SPELLS_TO_LEARN(ch) = MAX(1, wis_app[GET_WIS(ch)].bonus);
for(i=0;i<MAX_SKILLS;i++)
SET_SKILL(ch,i,0);
/* Send the character some silly you got items...messages */
* send_to_char("\n\rAs you are born into the realm, you gain possession of items\n\r",ch);
* send_to_char("that have been passed down in your family generation after\n\r",ch);
* send_to_char("generation... May the gods protect you.\r\n\r\n",ch);
}
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| | alice@epix.net
Enough Said...
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