On Sun, 12 May 1996, Michael A. Clubine wrote: > else if (PLR_FLAGGED(ch, PLR_FROZEN) && GET_LEVEL(ch) < LVL_IMPL) > send_to_char("You try, but the mind-numbing cold prevents you...\r\n", ch); Change the above code to something like: else if (PLR_FLAGGED(ch, PLR_FROZEN) && GET_LEVEL(ch) < LVL_IMPL && !CMD_IS("quit") && !CMD_IS("save")) send_to_char("You try, but the mind-numbing cold prevents you...\r\n",ch); An alternative would be similar to what I did on my MUD. Commands have flags which determine their behavior and do other special processing with them (so I don't have to do the old "one_argument(argument, arg);" then find the 'victim' every single time I want to write a skill. I got it to the point where I can just write most of the main part of my commands instead of bothering with preambles. It wasn't the easiest thing in the world to code, but it offers a world of flexibility to commands and makes skills, etc. much easier to write -- many damage skills don't even have functions to them any more... And now if I want to make a command be usable even when frozen I just flag it as CMD_IGN_FREEZE or something like that and done. Sadly, the code is far too integrated with the rest of my MUD, so I can't just give you a patch. It's something to think about doing, though.
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