On Sat, 21 Feb 1998, Christoffer Lundberg wrote: ->I have a little problem. I have made it so that only skills you have got ->more than 0% will show on the practice-menu. Now, when you level and gain ->the skills determined by spell_level they won't show because they start at ->0%. How can I make them start at 1% when you receive them at the ->appropriate level? In the advance_level() function add a little block of code to go through and find if the person has a skill yet, and if it is 0 then set it to one? Something like: extern struct spell_info_type spell_info[TOP_SPELL_DEFINE+1]; int i; for (i = 0; i < GET_SKILLS; i++) if (GET_LEVEL(ch) >= spell_info[i].min_level[(int)GET_CLASS(ch)] && !GET_SKILL(ch, i)) SET_SKILL(ch, i, 0); This is Mailer Code(tm)...No, I don't own "Bad Thing", but I'm pretty sure I own the trademark on that. -dak +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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