> > 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? A Yea, that looks like the best way to do it, I am working on the same thing except I have a new item type ITEM_SPELL_COMP and I use the values for the spell component stuff and then I look to see if the player has the required component for the particuliar spell. I also have certain spell component containers that have to contain the spell components. (ie the check looks for this container and then looks inside it check for the component). So when I player types 'cast blah' this actually includes them removing a spell component from the pouch and using it (for the rp view) It works great so far.. Chuck +-----------------------------------------------------------+ | 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