now i'm a bit confused regarding mag_materials. let's say i want every spell on the mud to have a material component (most of which will probably be things trivial to acquire - lying around town or sold cheaply in stores). it seems to me the only practical way to handle this would be to create some additional function called from do_cast like if (!has_materials(ch, spellnum)) { blah } where has_materials looks something like: has_materials(struct char_data * ch, int spellnum) { switch (spellnum) { case SPELL_ARMOR: return (mag_materials(ch, 1, 2, 3, TRUE, FALSE)); break; } etc. } return 0; } is this the right idea, or have i completely missed the boat with mag_materials? +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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