On Tuesday, January 07, 1997 8:06 PM, Brian Michael Langenfeld wrote: >Heya all! > > I've recently been trying to implement a new eq slot, <deity sigil>. >This was not a problem; the problem was making the sigils non-removable. >I've tried restricting do_remove when a player attempts to use it on the >sigil.. and then I thought about it for a minute. How can a sigil be >considered a physical object, since it is just a brand or tattoo? > Now I've decided to go for making the sigil implementor >given/removable only, but have no idea where to start this off. I need >to retain the <deity sigil> eq slot _look_, but I think I need 3 things: > >1) Code that will not allow players to remove the sigil How about not giving them one in the first place.. use smoke and mirrors instead. (and a spare player var) >2) A command that will load the sigil directly into the player's <deity > sigil> equipment slot (wiz command) You could just put a case in list_player_to_player or whatever it's called.. to 'display' whatever their deity association is when a person gets looked at. In that case you wouldn't even need to actually 'have' a slot for it.. (unless you want this object to get damaged in combat.. if you have damage?) >3) A command that will remove the sigil directly from the player's > <deity sigil> equipment slot (wiz command again) Unless you want them to lose their association when they DT? (assuming you have DT's :-) ) -- http://www.polarnet.com/Users/gbarnett/ -- telnet://204.119.24.14:4000 +-----------------------------------------------------------+ | 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