Wade Hovind wrote: > > I would like to have a door object that if the player types the right > command the door will open to the next room. This is what I have done so > far and what I need to find out how to do: > > I have created and placed an object <a revolving door> it is placed in a > room with no exits and it is trapping the commands that I want to trap > <all the normal door commands as well as a few others> > > I have placed the command that I want to open the door in interpreter.c > with an action do_not_here? <sorry not looking at the source right now> > > I would like the room to show no exits until they enter the correct > command..then I would like: > A: Ideally..they are placed into another room with no messages other than > the ones given to them from the special procedure > B: If that can't happen then have the exit appear and they simply move to > the next room. > > I don't know if I should be doing this with an object special procedure > or a room special procedure. Any thoughts..pros and cons either way? > > Do I have to place the command in interpreter.c? The reason I am asking > is that I would rather the command did not get listed on commands. > > Thanks in advance, > Wade You're thinking like a player..! (hehehe) Just trap the command (enter, or whatever) and do a char_from_room, char_to_room. -- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SLiVER Implementor of ArmadaMUD lightspeed.bc.ca 4000 EMail: sliver@lightspeed.bc.ca -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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