At 06:28 AM 3/5/99 -0500, you wrote: >Thanks for the helpful replies, I just remembered two more things which >I haven't been able to find a way around. I've used alternate methods to >replace the functions I listed previously, but these two have no obvious >alternatives (to me). I've been trying to make an object script that >procs a spell randomly during combat, but I can't think of any way for >the item to recognise if the wielder is fighting. Right now I'm away from the "clean" DG Scripts source, and I don't know off hand if this was added for pl6 or is a pre-pl7 snippet. The code below, which comes from dg_scripts.c (after the #ifdef RACE/#endif block) will let "%actor.fighting%" be used to determine if the character is engaged in combat. else if (!str_cmp(field, "fighting")) if (FIGHTING(c)) sprintf(str, "%c%ld", UID_CHAR, GET_ID(FIGHTING(c))); else *str = '\0'; > The 'wear' trigger >doesn't go off for weapons, so I can't capture names to a variable, and >there is no 'owner' or 'wearer' variable that I'm aware of. Anyone have >a snippet or info regarding this? This is certainly interesting and something I was unaware of. The reason is wield is in different code than wear. In people's opinion, should objects have a wield trigger, or should the wear trigger be used for wield as well? If people tell me what they think, I'll do something for pl7. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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