> You won't screw anything up, as long as you also renumber all the skills > as well. You'll have to change the MAX_SKILLS as well. > I did this myself, without any problems at all. Of course, I have > ASCII pfiles, so I didn't have to worry about screwing up my pfiles > either. It's been so long since I've had BINARY pfiles, that I can't > remember if there was a problem with changing MAX_SKILLS or not. *sighs* structs.h : /* * If you want to add new values to the playerfile, do it here. DO NOT * ADD, DELETE OR MOVE ANY OF THE VARIABLES - doing so will change the * size of the structure and ruin the playerfile. However, you can change * the names of the spares to something more meaningful, and then use them * in your new code. They will automatically be transferred from the * playerfile into memory when players log in. */ struct player_special_data_saved { byte skills[MAX_SKILLS+1]; /* array of skills plus skill 0 */ byte PADDING0; /* used to be spells_to_learn */ bool talks[MAX_TONGUE]; /* PC s Tongues 0 for NPC */ int wimp_level; /* Below this # of hit points, flee! */ byte freeze_level; /* Level of god who froze char, if any */ ( ... ) Notice how MAX_SKILLS must be a constant essentially to prevent messing up the pfile. - B. Brown TimeTraveller - fate.digital-genesis.com : 3000 -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | +---------------------------------------------------------------+
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