On Tue, 26 Mar 1996, Mac wrote: > Thanx all for the replies to the autoeq patch. > Now I am trying to load newbies with eq. The following is code I have > edited from Class.c. This code compiles fine, but it has a nice problem > that when I run it dumps the core. If I run it again, it works fine > though. Go figure. This code was originally used in a 2.2 mud so mabye > I am doing it wrong. This code will dump the core if you run the mud in mini-mud mode. I suggest that you place a check in for mini-mud before you call the obj_to_char function, Or place the #.obj files in your index.mini and everthing should work fine. > /* Some initializations for characters, including initial skills */ > 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, > 10, > 3043, > 3076, > 3081, > 5428, > 0}; > > int z,weapon; /* variables needed for newbie eq */ > > > void advance_level(struct char_data * ch); > > GET_LEVEL(ch) = 1; > GET_EXP(ch) = 1; > > set_title(ch, NULL); > roll_real_abils(ch); > ch->points.max_hit = 10; > > weapon = 0; > > switch (GET_CLASS(ch)) { > > case CLASS_MAGIC_USER: > weapon = 7211; > break; > > case CLASS_CLERIC: > weapon = 7211; > break; > > case CLASS_THIEF: > weapon = 7211; > SET_SKILL(ch, SKILL_SNEAK, 10); > SET_SKILL(ch, SKILL_HIDE, 5); > SET_SKILL(ch, SKILL_STEAL, 15); > SET_SKILL(ch, SKILL_BACKSTAB, 10); > SET_SKILL(ch, SKILL_PICK_LOCK, 10); > SET_SKILL(ch, SKILL_TRACK, 10); > break; > > case CLASS_WARRIOR: > weapon = 7211; > break; > } > > 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) = 5000; > > z = -1; > /* give the objs to the character */ > while (eqlist[++z]) > obj_to_char(read_object(real_object(eqlist[z]),REAL),ch); > > > /* Give the weapon to the character */ > if (weapon != 0) > obj_to_char(read_object(real_object(weapon),REAL),ch); > > > }
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