mag_materials

@kirk.geog.sc.edu
Date: 10/14/96


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   |
+-----------------------------------------------------------+



This archive was generated by hypermail 2b30 : 12/18/00 PST