> > > Does anyone have level restrictions on OBJS .. implemented ?! > > Yup.. I made it with an E thingie.. just like INT and so on for MOBS. > > It wasn't that hard at all, I got quite surprised, since I set off > > a lot of time for doing this, ended up by doing it in less than 1 hour. > > *sigh* :) > > Thats probably a good way to do it, I did it by adding an extra field to > the 2nd or 3rd line in the #'s (0 0 0 0 0) etc..... works nice.. we did > min level and max level tho, so you don't have to worry about higher level > players wearing eq that's made esp for newbies. I implemented it a _slightly_ different way. The format is somewhat similar to an extra desc, like so: L <level> instead of: L <level> or whatever. it looks like this in the code: case 'L': sscanf(line+1, " %d ", t); obj_proto[i].obj_flags.level = t[0]; break; that's in db.c, in the parse_object function. I've done similar stuff for room level restrictions, works exactly the same way. Chris _____________________________________________________ "A double-edged sword lets you cut down your enemies with the backswing as well." -- Gerrard of the Weatherlight ----------------------------------------------------- Check out Dominia Mud, on snafu.net.au 3333 Or my homepage: http://yoyo.cc.monash.edu.au/~cjp +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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