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); } |\ /| | \ / | | \ / | | \/ | | | | | alice@epix.net Enough Said...
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