Re: Recall Command

From: Bejhan Jetha (nhlstar6@YAHOO.COM)
Date: 01/10/02


On Thu, 10 Jan 2002, Welcor wrote:

>-    else (GET_LEVEL(ch) = 99) {
>+    else if (GET_LEVEL(ch) = 99) {

>You do know that's going to set people to level 99, right?

>Perhaps you want '==' instead?

Well I defined 2 rooms and I think this is right but it's still now working.



ACMD(do_recall)
{
  extern sh_int r_mortal_start_room;

  if (IS_NPC(ch)) {
    send_to_char("Monsters can't recall!!\r\n", ch);
    return;
  }
  if (GET_LEVEL(ch) <= 10) {
    send_to_char("Recalling for FREE, courtesy of Newbie Transportation...\r\n", ch);
    act("$n concentrates and disappears.", TRUE, ch, 0, 0, TO_ROOM);
    char_from_room(ch);
    char_to_room(ch, r_mortal_start_room);
    act("$n appears suddenly.", TRUE, ch, 0, 0, TO_ROOM);
    look_at_room(ch, 0);
    return;
  }
   else if (GET_LEVEL(ch) >== 91) {
    send_to_char("Recalling for FREE, courtesy of Immortal Transportation...\r\n", ch);
    act("$n concentrates and disappears.", TRUE, ch, 0, 0, TO_ROOM);
    char_from_room(ch);
    char_to_room(ch, r_immortal_start_room);
    act("$n appears suddenly.", TRUE, ch, 0, 0, TO_ROOM);
    look_at_room(ch, 0);
    return;
  }
   else if (GET_LEVEL(ch) == 99) {
    send_to_char("Recalling for FREE, courtesy of Chaos...\r\n", ch);
    act("$n concentrates and disappears.", TRUE, ch, 0, 0, TO_ROOM);
    char_from_room(ch);
    char_to_room(ch, r_chaos_start_room);
    act("$n appears suddenly.", TRUE, ch, 0, 0, TO_ROOM);
    look_at_room(ch, 0);
    return;
  }
  else {
    send_to_char("Recalling for 200 gold per level...\r\n", ch);
    if (GET_GOLD(ch) < (GET_LEVEL(ch) * 200)) {
      send_to_char("You don't have enough gold!\r\n", ch);
      act("$n tries to recall, but fails\r\n", FALSE, ch, 0, 0, TO_ROOM);
      return;
      }
    else {
    GET_GOLD(ch) -= (GET_LEVEL(ch) * 200);
    act("$n concentrates and disappears.", TRUE, ch, 0, 0, TO_ROOM);
    char_from_room(ch);
    char_to_room(ch, r_mortal_start_room);
    act("$n appears suddenly.", TRUE, ch, 0, 0, TO_ROOM);
    look_at_room(ch, 0);
    return;
    }
  }
}

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