Posted Wednesday, August 12th @ 11:36:51 PM, by George Greer in the Wizard dept.
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ACMD(do_skillset)
{
char *skip_spaces(char *string);
extern char *spells[];
extern struct char_data *mob_proto;
struct char_data *vict;
char name[100], buf2[100], buf[100], help[MAX_STRING_LENGTH];
int skill, field, value, i, qend, index;
argument = one_argument(argument, name);
if (!*name) { /* no arguments. print an informative text */
send_to_char("Syntax: skillset <name> '<skill>' <value>\n\r", ch);
strcpy(help, "Skill being one of the following:\n\r");
for (i = 0; *spells[i] != '\n'; i++) {
sprintf(help + strlen(help), "%18s", spells[i]);
if (i % 4 == 3) {
strcat(help, "\n\r");
send_to_char(help, ch);
*help = '\0';
}
}
if (*help)
send_to_char(help, ch);
send_to_char("\n\r", ch);
return;
}
if (!(vict = get_char_vis(ch, name))) {
send_to_char("No living thing by that name.\n\r",ch);
return;
}
argument = skip_spaces(argument);
/* If there is no chars in argument */
if (!(*argument)) {
send_to_char("Skill name expected.\n\r",ch);
return;
}
if (*argument != '\'') {
send_to_char("Skill must be enclosed in: ''\n\r",ch);
return;
}
/* Locate the last quote && lowercase the magic words (if any) */
for (qend=1; *(argument+qend) && (*(argument+qend) != '\'') ; qend++)
*(argument+qend) = LOWER(*(argument+qend));
if (*(argument+qend) != '\'') {
send_to_char("Skill must be enclosed in: ''\n\r",ch);
return;
}
/* if ((skill = old_search_block(argument, 1, qend - 1, spells, 0)) < 1) { */
/* If you don't have find_skill_num() uncomment the line above
and then comment out the next three lines of code. */
strcpy(help, (argument + 1));
help[qend - 1] = 0;
if ((skill = find_skill_num(help)) <= 0) {
send_to_char("Unrecognized skill.\n\r",ch);
return;
}
argument += qend+1; /* skip to next parameter */
argument = one_argument(argument, buf);
if (!*buf) {
send_to_char("Learned value expected.\n\r",ch);
return;
}
value = atoi(buf);
if (value < 0) {
send_to_char("Minimum value for learned is 0.\n\r",ch);
return;
}
if (value > 100) {
send_to_char("Max value for learned is 100.\n\r",ch);
return;
}
if (!vict->skills) {
send_to_char("You can't set NPC skills.\n\r", ch);
return;
}
sprintf(buf2,"%s changes %s's '%s' to %d.",GET_NAME(ch),GET_NAME(vict),
spells[skill - 1],value);
syslog(buf2, BRF, -1, TRUE);
if (IS_NPC(vict) && (vict->nr > -1) &&
(vict->skills == mob_proto[vict->nr].skills)) {
CREATE(vict->skills, char, MAX_SKILLS);
for (index = 0; index < MAX_SKILLS; index++)
SET_SKILL(vict, index, GET_SKILL(&mob_proto[vict->nr], index));
}
SET_SKILL(vict, skill, value);
sprintf(buf2,"You change %s's '%s' to %d.\n\r" , GET_NAME(vict),
spells[skill - 1], value);
send_to_char(buf2, ch);
}
<< Skill improvement code [by Nashak] | Reply | View as text | Flattened | Skillstat Command [by John Evans] >> |
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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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