Crimson Wizard wrote: > > Got it working today, thanks to those that helped. I'll continue to work > on this.. right now I know it works for items in inv, but I make no > gaurantee about anything else. **** I made it work for objs worn as well. If that is what you wanted ( I didn't read the other posts, sorry) ACMD(do_chown) { struct char_data *victim; struct obj_data *obj; int i, k = 0; two_arguments(argument, buf, buf2); if (!*buf) send_to_char("Syntax: chown <object> <character>.\r\n", ch); else if (!(victim = get_char_vis(ch, buf2))) send_to_char("No one by that name here.\r\n", ch); else if (victim == ch) send_to_char("Are you sure you're feeling ok?\r\n", ch); else if (GET_LEVEL(victim) >= GET_LEVEL(ch)) send_to_char("That's really not such a good idea.\r\n", ch); else if (!*buf2) send_to_char("Syntax: chown <object> <character>.\r\n", ch); else { for (i = 0; i < NUM_WEARS; i++) { if (GET_EQ(victim, i) && CAN_SEE_OBJ(ch, GET_EQ(victim, i)) && isname(buf, GET_EQ(victim, i)->name)) { obj_to_char(unequip_char(victim, i), victim); k = 1; } } if (!(obj = get_obj_in_list_vis(victim, buf, victim->carrying))) if (!k && !(obj = get_obj_in_list_vis(victim, buf, victim->carrying))) { send_to_char("The player does not have that object.\r\n", ch); return; } act("$n makes a magical gesture and $p flies from $N to $m.",FALSE,ch,obj, victim,TO_NOTVICT); act("$n makes a magical gesture and $p flies away from you to $m.",FALSE,ch, obj,victim,TO_VICT); act("You make a magical gesture and $p flies away from $N to you.",FALSE,ch, obj, victim,TO_CHAR); obj_from_char(obj); obj_to_char(obj, ch); } } +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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