The original circle code reads as such: 8<---- snip ---->8 ACMD(do_equipment) { int i, found = 0; send_to_char("You are using:\r\n", ch); for (i = 0; i < NUM_WEARS; i++) { if (GET_EQ(ch, i)) { if (CAN_SEE_OBJ(ch, GET_EQ(ch, i))) { send_to_char(where[i], ch); show_obj_to_char(GET_EQ(ch, i), ch, 1); found = TRUE; } else { 8<---- snip ---->8 simply fix it to read something similar to: 8<---- snip ---->8 ACMD(do_equipment) { int i, k, found = 0; /* Added int k */ /* Added eq_remap .. insert CORRECT # of locations and order you'd want them displayed */ const int eq_remap[NUM_WEARS] = { 28, 16, 17, 18, 11, 0, 19, 6, 29, 23, 24, 22, 3, 4, 25, 10, 14, 15, 9, 1, 2, 20, 5, 12, 13, 21, 7, 26, 27, 8 }; send_to_char("You are using:\r\n", ch); for (k = 0; k < NUM_WEARS; k++) { /* changed i to k } i = eq_remap[k]; {set i = value to display in which position */ if (GET_EQ(ch, i)) { if (CAN_SEE_OBJ(ch, GET_EQ(ch, i))) { send_to_char(where[i], ch); show_obj_to_char(GET_EQ(ch, i), ch, 1); found = TRUE; } else { 8<---- snip ---->8 pretty simple .. took about 5 minutes for mods and re-compile :) .. be sure to put YOUR eq positions into eq_remap .. Let me know if you need help or if you find any problems. Jerry AstroMUD (mud.arc.net 2447) ---------- > > > From: Leonard Burns IV <lburns@continet.com> > > > To: circle@cspo.queensu.ca > > > Subject: [Circle] [CODE] EQ Positions > > > Date: Friday, August 30, 1996 6:01 PM > > > > > > I've added a few new eq postions on my mud, like ears and ankles, what > > I've tried to do is change the order > > > that the eq is listed when you type 'eq' in the mud, i changed all the > > references in constants.c and in > > > act.item.c, which resulted in the eq being on weird places, like wearing > > an anklet on your wrists, or an > > > earring on your leg, is there a way to do this without having to change > > the ITEM_WEAR bitvectors? > > > -- > > > Leonard Burns IV > > > lburns@continet.com > > look in act.item.c: > > find the void perform_wear(..... > > > > int wear_bitvectors[] = { > > all of these bitvectors have to correspond to the eq positions listed when > > you type eq > > ex. > > head > > eyes > > face > > neck > > neck > > ...... > > would be > > ITEM_WEAR_HEAD, ITEM_WEAR_EYES, ITEM_WEAR_FACE, ITEM_WEAR_NECK, > > ITEM_WEAR_NECK, ...... > > > > if these correspond correctly you shouldn't have any problems > > also make sure messages are in the correct order > > What he's describing is: he's changed all that from stock, I didn > something similar on mine...Anyways, one solution would be to write a > converter to convert all of the .obj files to the new format. > Or you could just nuke the whole world and start from scratch, or just > sit down and ttry to find every obj in the game and do it by hand (this > is VERY tedious and time consuming, but works) > > any other suggestions as to how to avoid this sort of thing? > > you are already wearing something on your ....etc. > > and such > > that should work if you have any more questions mail me and I will help if > > I can. > > > > John > > > > > Caendar Ciandorin > ProphecyMUD > CLOSED for development. > +-----------------------------------------------------------+ > | Ensure that you have read the CircleMUD Mailing List FAQ: | > | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | > +-----------------------------------------------------------+ +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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