Re: CON_Q...

From: john Hines (jahweb@grnco.net)
Date: 07/05/00


Funny this should be mentioned...

I looked at visionmud and they implemented that just fine
i think you should download vision and have a look

On Wed, 05 Jul 2000, you babbled some shit about:
> 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
>
>
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>
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--
John Hines
Founder/Code
*************************************
"During my service in the United States Congerss, I took the
        initiative in creating the Internet."
-- Al Gore 3/9/99 on CNN's Late Edition


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