Hey everyone :) I just added a new command to my mud - 'search', I did all the necessary stuff to add it to interpreter.c and such, then I added a new flag to the items, bitvector u (it would be different for you) called ITEM_HIDDEN, then in the ACMD(do_search) I did a look through all the objects in the room, and if any of them are flagged as hidden, it removes the flag and puts it into the users inventory. Of course, things with that flag are not visible until the user types 'search'. Feel free to add it to your muds, if you want the sourcecode just say so :) Its been working really well on me, I use it for quests and special items and such. ----- My mud has a big thing about quests, and I want to implement something so each quest has some sort of string that gets saved into the playerfile when they complete the quest. I haven't put it in yet, but this is how I'll want it to be setup, :: user completes quest :: over the grats channel (or maybe quests?) the thing :: will say something like '$n has completed the %s quest' :: Saves the quest string into the player file :: when user types 'quests' it lists all the quests that he has completed :: Having this in the file will make it so the user can't complete the quest more than once :: I could make a function for having completed the quest, so rather than put all the stuff into the spec proc that handles it I can just have a thing like has_done_quest, which then sees which quest it is and dishes out the 'reward' accordingly, using like a case or something. Anyone think this is a good idea, any suggestions on how I can make it better or tips on how to do it or anything? Thanks :D --- My mag materials thing seemed to fix itself up, I have no idea what I did unfortunately, because it happened after I'd done a heap of spec procs and had done a lot of code. But after recompile the objects came back. Problem is now, the mag_materials thing still doesn't work, if they don't have it then for some reason user will create a set of bronze leggings(stock) and if they do have the right materials the whole mud crashes *sigh* I've looked through all the past threads in reference to mag_materials and I'm pretty sure I did it ok... heres the code case SPELL_POTION: if (mag_materials(ch, 3124, 3125, -1, TRUE, TRUE)) { z = 3129; } else { send_to_char(ch, "You need the right ingredients to do this.\r\n"); } break; When I do it it sends me the 'your hair falls out' or the 'you get a wart' message, but also creates the bronze leggings, and I can't see anywhere in the code the vnum for bronze leggings :P --- heres another spell I made you can use if you want, its really basic but people seem to like it and you can have lots of possibilities with it :) Feel free to put it into your mud case SPELL_CREATE_FRUIT: switch (rand_number(0, 4)) { case 0: z = 3137; break; case 1: z = 3138; break; case 2: z = 3139; break; case 3: z = 3140; break; case 4: z = 3141; break; } break; Okay sorry for the length of this, I just felt like sharing my ideas and discussing Circlemud :) -ah ===== _ _ (\o/) Arjay (\o/) /_\ Hwang /_\ __________________________________________________ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | | Newbie List: http://groups.yahoo.com/group/circle-newbies/ | +---------------------------------------------------------------+
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