On Wed, 19 Aug 1998, Ryan Gasper or Steven Arnold wrote: > Hello List. > > I made a clone spell, that clones a piece of EQ or a weapon, and then Fun! :) > fires off an event, and after so many minutes, it extracts the object. Fairy Nuff. > Everything works fine, but I am curious how to resolve a few things. If > someone were to give the object to another player, how would I switch the > ch pointer to the new owner? I need to do this because as the item fades, Before you send out any messages, etc: if (ch != object->worn_by) ch = object->worn_by; Of course, the reference is probably different, and I don't know how your event system works, but I think this is about right. > it gives messages to the caster. If the caster gives it away and quits, > MUD will probably crash (I have not tested this because I assume thats > what will happen). Is there a way to check to make sure the person that is You really should test it. :P > either wielding it or in its inventory is the same as the ch pointer in > the event structure? See above. > OffTopic: > To help me with Circle programming, I am looking to pick up a book on > Data Structures that is well written, and does not introduce multiple > concepts in single examples. Could anyone point me in the right direction? I can't be any help there. :P ---- Well, here's some news on OLC+. I've made some modifications to Oasis that I happen to like, which will be included in the package. The main modification is that OasisOLC uses an OBuild like zone allow/deny policy. This removes the annoyance of only being able to edit one zone, or making an array in the pfile. Basically, it adds a string to the zone file that is checked to see if your character's name is part of it. Come to think of it, should I change this to become IDnums? That way, people can't make a mob and switch and stuff? Hrm. Not quite done. :P -B. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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