----- Original Message -----
> Try one of these:
>
> act.wizard.c:1327: vict->real_abils.intel = 25;
> act.wizard.c:1328: vict->real_abils.wis = 25;
> act.wizard.c:1329: vict->real_abils.dex = 25;
> act.wizard.c:1330: vict->real_abils.str = 25;
> act.wizard.c:1331: vict->real_abils.con = 25;
> act.wizard.c:1332: vict->real_abils.cha = 25;
these are all part of wiz commands and seem to have nothing to do with
initial character generation.
> constants.c:543: {7, 14, 1750, 40}, /* str = 25 */
> constants.c:580: {25, 30, 15, 25, 25} /* dex = 25 */
> constants.c:612: {5, 5, -6} /* dex = 25 */
> constants.c:644: {6, 99} /* con = 25 */
> constants.c:676: {60} /* int = 25 */
> constants.c:707: {7} /* wis = 25 */
this is part of the ability score applies code...also seems to be nothing to
do with initial character generation.
> db.c:2540: ch->real_abils.intel = 25;
> db.c:2541: ch->real_abils.wis = 25;
> db.c:2542: ch->real_abils.dex = 25;
> db.c:2543: ch->real_abils.str = 25;
> db.c:2545: ch->real_abils.con = 25;
> db.c:2546: ch->real_abils.cha = 25;
these define the stats of a god character(usually the first to log into the
mud).
> C'mon, that was a simple search.
yeah...simple...but still not helpful. Unless somehow the stat editor is
defaulting to god abilities...but the level is staying at 1 and they don't
have any other godly attributes...just the ability scores. weird stuff. I
guess I will mess around with it a bit more....but I may just put stat
editor after class like in the snippet even though this will not allow me to
limit classes according to ability scores. ::shrug:: Not the best
situation...but I know it will work.
thank you much,
l8r
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