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.
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