Hello, Server: CircleMUD 3.0, bpl 17 OS: Windows NT 4.0 Server Hardware: Dell Precision 210 Workstation, Dual Processor Compiler: Microsoft Developer Studio 97, C++ 5.0 A little question for you if you have the time... I have implemented races and classes, and I have quite a lot of classes as well as races and I wanted to add a little menu function in <interpreter.c> that outputs a text-string (one unique string for every race/class) and puts up a <y/n> prompt to let the user confirm if he/she wants the chosen class, if not, print the race/class menu again. Could you please advice on this; I am not a very good coder; but I have tried to make it myself but cannot get it to work properly. I would be ever grateful if you could advice on this, in mundane language terms, I am not a heavy coder, just another idiot trying his best to run Circle. ACK, haven't heard that one before, have you? ;) ------------------------------------------------------------------ Its funny that this question should be brought up. I tried the same thing you are talking about, with no luck. Basically, I prompted for race first, then (depending on which race was selected) I sent a class menu to the descriptor. By making several class menus, it was easy to do, but the problem was that the player could still choose any class he/she wanted, regardless of whether or not it was on the menu that was sent to them. I then tried searching for the race, then if the race and class weren't compatible, to resend the menu. The game didn't like to do that at all:-( I know its possible to do, because I've played a few CircleMUDs who used a similar creation process. Instead of spending several days trying to figure it out, I chose this time to hack in a process in which the player actually enters the game, and THEN chooses the race and class he/she wanted to be. I basically hacked the shops spec_proc (messy but it works), and am planning to write a snippet on how to do it. Here's the main gyst: Set the player to a basic race and class when they choose a sex, then send them to a room where they choose a race. In these rooms, I have objects each that have brief descriptions concerning the race/class they represent. Then, one room up I have mobs with the same names. The player may "touch" one of the objects, and in doing so chooses that race, whereupon they are sent to a similar room where they can choose a class. Its very messy and hard to debug at first, but since the player's race and class can easily be changed by the game, the players may restart the whole process again anytime they like. Players like it because they can read the objects descriptions and thus get a better grasp of their choices, plus they get the added benefit of being able to change their mind at any time. Sorry about the big reply, I don't know if this helps at all. If anyone is interested in a snippet on the subject, let me know and I'll try to finish it soon. FIRE Get your Free E-mail at http://randor.zzn.com ____________________________________________________________ Get your own Web-Based E-mail Service at http://www.zzn.com +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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