Take a look at the spell structure. I think it is in spells.h. You should be able to add the flags you need into there. The reason they say DO NOT CHANGE is that those numbers are indices into the players skills[] array and the array of spell strings. (maybe somewhere else too) So if you do change these numbers, you will need to do a pwipe/conversion and make sure no two numbers are the same. --Angus Christopher Daly wrote: > > Hi, i posted a question about grouping skills and > spells in categories. I basically want to be able > to make one check...is this a firespell? is it > an illusion spell(invisibility,faerie fire) is > it an affection spell(strength, fly) is it a > divination/detection spell(identify, detect magic). > > Um i thought of just grouping all spells that are > similar in a range of numbers and checking against > those numbers, but that idea was riddled with problems. > Not the least of which is all those numbers are > reserved and say Do not change! > > Another idea i'm toying with but not sure how to > implement is adding to the sinfo. Maybe i could make > a field called type and some defines in utils.h to easily > group them by type. I want to make races have certain > spell immunities, or weaknesses. > > I don't know, any help would be greatly appreciated. > > thanks > Snaga -- Angus Mezick Edgil Assoc. PH:978-251-9932 15 Tyngsboro Rd FX:978-251-9970 N. Chelmsford MA 01863-1344 amezick@edgil.com Think of your family tonight. Try to crawl home after the computer crashes. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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