lsdinc@ELKNET.NET wrote: > in fight.c > > search for: > > GET_OBJ_TYPE(corpse) = ITEM_CONTAINER; > GET_OBJ_WEAR(corpse) = ITEM_WEAR_TAKE; > GET_OBJ_EXTRA(corpse) = ITEM_NODONATE; > GET_OBJ_VAL(corpse, 0) = 0; /* You can't store stuff in a corpse */ > GET_OBJ_VAL(corpse, 3) = 1; /* corpse identifier */ > GET_OBJ_WEIGHT(corpse) = GET_WEIGHT(ch) + IS_CARRYING_W(ch); > GET_OBJ_RENT(corpse) = 100000; > > add right after: (assigns corpse owner if not a npc) > if (!IS_NPC(ch)) > GET_OBJ_OWNER(corpse) = GET_IDNUM(ch); > else > GET_OBJ_OWNER(corpse) = 0; > > in utils.h > > #define GET_OBJ_OWNER(obj) ((obj)->obj_flags.owner) > > -------------------------------------------------------------------------- > in db.c > > search for: > > clear_object(obj_proto + i); > obj_proto[i].in_room = NOWHERE; > obj_proto[i].item_number = i; > > add right after: (defaults item/corpse owner to 0/noone > obj_proto[i].obj_flags.owner=0; > I had (or my builders did) another idea re: corpse ownership. Using this system what would be the easiest way to allow only the player OR (assuming he was PK'ed) the killer to loot the corpse? Add another flag, or am I overlooking a far easier solution? RS +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/08/00 PST