On Mon, 1 Apr 1996, Alex van Koppen wrote: > Hi ! > > Why not just use the E mobs, add an extra 'skill <no> <per>' espec, which > sets skill 'no' of a mob to 'per' percent, and (maybe) a 'trainer <xx>' > espec, which sets all skills to 'xx' and initializes the skill structure. > > (I am implementing this at the moment, next to a 'special' espec, which > allows me to assign the special-routines to mobs.) > I did something that approxiamates to this, but I decided against spell numbers and didn't use the keyword 'skill', instead I just checked what the keyword was, like below (added to interpret_espec, I believe it was) if ((skill_num = find_skill_num(key) > 0) { matched = 1; SET_SKILL(mob_proto[i], skill_num, [xxx]); } At least it was something to that affect, I'm not looking at my source code at the moment, but I'm sure you can gather what it does. The [xxx] should be replaced with the variable that holds the value given, I forgot what it was (num_arg?). I also wrote a bit of code that 'grouped' my skills/spells together for mobiles so when I used "Teacher Beginner" all the skills I put in that group were grouped together. The code wasn't too difficult now that I look back on it, for the teachers, but since I removed classes at the same time I did that it made it a bit more time consuming (I completely removed classes). The big part of the work for me was writing a new practice command to take advantage of the features I had added and going through the whole code and changing inconsistencies. It's been 4 days and I've got a bit of my coding done (infinite levels, full suits of armour, no classes, teachers, a couple new skills and spells, working on two-handed weapons, etc.) Next comes item damaging/repairing. Anyone got any suggestions for how to go about coding it? Also, I was curious about in act.obj.c in wear_bitvectors, it uses ITEM_WEAR_TAKE for ITEM_WEAR_HOLD, is that a bug or is it supposed to be like that? -- Daniel Koepke The Dragon's Keep dstar.california.com 4000 Alpha, development CircleMUD 3.0b
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