> Umm. Their is one problem with that. Oedit changes the proto > of it. Not > all of them. So only the ones that will load will be changed. (Or at > least that's all its supposed to do) Anyways if you save these Actually, when you save objects internally, it will first scan through all objects and if they are pointing to the edited proto, they are updated(that is normal). Then it also changes the original proto. > objects in a > rent file they will still have effects. When you oedit > something you are > editing the proto for it their for the rest of them should still have > their affects. Now if it does like you say erase the affects for every > one in the game it must be pritty screwed...actually that would take I have ascii obj files and the affects save fine. Only the online objects are updated to match the new proto. Hmm, maybe I should just make it so enchanted objects are not updated, period. ObCircle: Is there a reason that spell_info in circle is not more complete. I have considered placing the spell name, wear off message, a damage_noun, and maybe a wait_pulse variable within the spell_info_type struct, but I wondered why this hadn't been done before. This change would require very little changes whatsoever, and would help to centralize the spell_info which would simplify the spell addition process. I got sick of adding spells and forgetting to put in a wear off message, etc. Also with that change, you could have wear off messages for skills, custom dam_nouns and even a detailed spelledit OLC capability. :) <jB> +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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