From: "Peter d" <death_comes_to_all@HOTMAIL.COM>
> this is the function that will change min level after the applies you add to
> the weapon..
<snip of ok function>
>
> i only added damroll change to test the function.
Smart move. Adding lots of new code in the test phase, especially something
as easily copied as that, is asking for trouble.
>
> case 'd':
> case 'D':
> oedit_disp_prompt_apply_menu(d);
>--> GET_OBJ_LEVEL(OLC_OBJ(d)) = change_level_for_stats(d);
> break;
>
> this is what the main menu option for applies looks like..
This is what the above code does:
The user presses 'D'->oedit_disp_prompt_apply_menu() shows the menu
and puts the user in the OEDIT_PROMPT_APPLY state->The next line checks
if the object has anything set, and adjusts the level accordingly->
Next pulse, the user is in OEDIT_PROMPT_APPLY, and the input is parsed
in the corresponding part of oedit_parse.
What you need to do, is to move the marked line above to the part
where OEDIT_PROMPT_APPLY skips out on a '0':
case OEDIT_PROMPT_APPLY:
- if ((number = atoi(arg)) == 0)
+ if ((number = atoi(arg)) == 0) {
+ GET_OBJ_LEVEL(OLC_OBJ(d)) = change_level_for_stats(d);
+ /*break skips OEDIT_PROMPT_APPLY*/
break;
+ }
else if (number < 0 || number > MAX_OBJ_AFFECT) {
oedit_disp_prompt_apply_menu(d);
return;
}
OLC_VAL(d) = number - 1;
OLC_MODE(d) = OEDIT_APPLY;
oedit_disp_apply_menu(d);
return;
Welcor
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