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Change Ownership Command [by Crimson Wizard] |
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Posted Wednesday, August 12th @ 11:25:01 PM, by George Greer in the Wizard dept.
Added Dec 8, 1997. Click the link below to read it or download it.
From: Crimson Wizard <cwizard@GIBLETS.COM>
Subject: Change Ownership Command
Thanks to everyone that input to this command, I feel like it is ready
for public consumption, and would like to submit it for everyone to use
freely.
-- Insert at end of act.wizard.c --
/* Change Ownership of item from player to IMM
Idea from Highlands II (hlii.highlands.org 9001)
Additional code by:
Christian Duvall - Getting Equipped EQ From Char
Patrick Dughi - Schooling me in act()
AFCervo - Moral support
Thanks to everyone that helped make this command! */
ACMD(do_chown)
{
struct char_data *victim;
struct obj_data *obj;
char buf2[80];
char buf3[80];
int i, k = 0;
two_arguments(argument, buf2, buf3);
if (!*buf2)
send_to_char("Syntax: chown <object> <character>.\r\n", ch);
else if (!(victim = get_char_vis(ch, buf3)))
send_to_char("No one by that name here.\r\n", ch);
else if (victim == ch)
send_to_char("Are you sure you're feeling ok?\r\n", ch);
else if (GET_LEVEL(victim) >= GET_LEVEL(ch))
send_to_char("That's really not such a good idea.\r\n", ch);
else if (!*buf3)
send_to_char("Syntax: chown <object> <character>.\r\n", ch);
else {
for (i = 0; i < NUM_WEARS; i++) {
if (GET_EQ(victim, i) && CAN_SEE_OBJ(ch, GET_EQ(victim, i)) &&
isname(buf2, GET_EQ(victim, i)->name)) {
obj_to_char(unequip_char(victim, i), victim);
k = 1;
}
}
if (!(obj = get_obj_in_list_vis(victim, buf2, victim->carrying))) {
if (!k && !(obj = get_obj_in_list_vis(victim, buf2, victim->carrying))) {
sprintf(buf, "%s does not appear to have the %s.\r\n", GET_NAME(victim),
buf2);
send_to_char(buf, ch);
return;
}
}
act("&n$n makes a magical gesture and $p&n flies from $N to $m.",FALSE,ch,obj
,
victim,TO_NOTVICT);
act("&n$n makes a magical gesture and $p&n flies away from you to $m.",FALSE,
ch,
obj,victim,TO_VICT);
act("&nYou make a magical gesture and $p&n flies away from $N to you.",FALSE,
ch,
obj, victim,TO_CHAR);
obj_from_char(obj);
obj_to_char(obj, ch);
save_char(ch, NOWHERE);
save_char(victim, NOWHERE);
}
}
-- Add to interpreter.c --
At end of /* prototypes for all do_x functions. */
ACMD(do_chown);
At end of /* This is the Master Command List(tm). */
{ "chown" , POS_STANDING, do_chown , 54, 0 },
-- end --
Note: I am a 50 level system with 10 god levels 51-60, my load command is
level 54, so I feel that anyone that can load should be able to chown.
If you use this snippet please gimme a hollar and the mud you're using it
on I'd like to come see how you're doing with it. This is my first real
command that I started on my own, and the help from this list has been
priceless.
<< Button Pushing Special Procedure [by Justin Robinson] | Reply | View as text | Flattened | Charisma Affecting Aggressiveness [by Lincoln Chan] >> |
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Related Links |
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CircleMUD Snippets |
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Note: Not all of these snippets will work perfectly with
your version of code, so be prepared to fix one
or two bugs that may arise, and please let me know
what you needed to do to fix it. Sending a corrected
version is always welcome.
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Finally, if you wish to use any of the snippets from this
page, you are more than welcome, just mention the
authors in your credits. If you wish to release any
of these snippets to the public on another site,
contact me FIRST.
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