I looked at the body parts documentation and it seemed it was just what I wanted. And, as documented it was, but the patch didn't work. Of course, I decided I should have hand patched it anyway, so I hand-patched it in and now I have working race/class/guilds. The relevance of this? Spells and races. Let's say I'm running through the forest and I run into a tree. Now that that's done with, let's say I'm writing a spell that would change the players race (thus giving them a polymorph like form--in this case, octomorph, eight arms for weapons). I can't figure out how to make it so it will set the _RACE_ and then unaffect it later. I've been coding all day, so I've read plenty of f*cking code (RPOFC?), so something like that can be held in. --- Newbie MOTD: o Always pay attention when coding. Being half asleep and leaving out commas can be a pain (especially in constants.c, because it doesn't complain in the arrays there). o Seek out a helpful person who will help you with your code. You're most likely going to find one in a person that releases code or is generally helpful to everyone. --- I offered up a guilds.patch at some point, but was at work when I received the e-mails so I gave up. I'm willing to hand out the "half-done" patch, (I've finished it, but already customized my MUD to my storyline, and I hate it when storylines are stolen) which you can take as a project and try to manipulate. There were only a few bugs, per se, and some hackish areas. Anyway, I'm really sleepy, so this is probably hardly even readable. (I think legible is a better word, but, then again, I can't remember if it's a real word or not at this point.) -B. (Don't you love the Bullwinkle-and-Rocky-esque subject header?) +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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