Well, I wouldn't suggest expanding out the ITEM_WEAPON flags to several different flags. You might want to just categorize your weapons into things like slashing, piercing, blunt, polearms, etc then according to building.txt in your /doc directory value 0 of ITEM_WEAPON is unused. So you can set up a table for your builders to say that: 0 = slashing 1 = piercing 2 = blunt ... The values are integers, so you can have quite a few of these. Then you just need to set up a macro for yourself in utils.h like: #define WEAPON_TYPE(obj) ((obj)->obj_flags.value[0]) Then you can do whatever you want with that value in the code that you need to. Set up a value in player_special_data_saved in structs.h for players to have a chosen weapon type/specialization/proficient value then check if that value matches the WEAPON_TYPE in fight.c to see if they get any special benefits. Have fun, looks like a neat little system. Rick -----Original Message----- From: *Erekosė* <yyrkoon_@geocities.com> To: CIRCLE@post.queensu.ca <CIRCLE@post.queensu.ca> Date: Saturday, January 30, 1999 1:59 PM Subject: [NEWBIE][CODE][HELP]Basic Outline > I was just wondering if someone could give me a basic outline of >how to go about adding some things to my MUD. I want to add in either as >part of the Weapon item type or just make a whole bunch more item types >differnt kinds of weapons. Like sword dagger spear whip. All that. And >then add in skills for each one so that in order to use a certain kind >of weapon you have to be skilled in it. Kind of like they do in ROM >muds... I just can't figure out how to go about doing this. I'm a >relatively new coder and not sure where to find everything in the circle >code. If someone could help me out I'd be grateful. > >Thanks a bunch, > Erekose +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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