Re: eq slots
cyhawk <[email protected]>
| Newsgroups | gmane.games.devel.mud.rom |
|---|---|
| Message-ID | <[email protected]> |
Or you could just rewrite show_char_to_char_0 (or 1 i forget) to show it
the way you want it to ;)
theres a snip on mudmagic.com (while the colors are ugly as sin) can be
modifyed to create your
own version. Also a nice way to add some realism to your mud, for
example in mine i have stuff
like eye color, hair color, weight, height, skin tone, etc and the
players get a static description
describing them. I do this because in muds i play, i stick entire song
lyrics and ascii pictures
into my descriptions making them about 5-6 pages long ;)
-Thri
Michael Barton wrote:
>Here's how I did it... just make a list in the order you want the
>items to appear.
>
>int const wear_order[] =
>{
> WEAR_FLOAT,
> WEAR_LIGHT,
> WEAR_HEAD,
> WEAR_NECK_1,
> WEAR_NECK_2,
> WEAR_ABOUT,
> WEAR_TORSO,
> WEAR_ARMS,
> WEAR_SHIELD,
> WEAR_WRIST_L,
> WEAR_WRIST_R,
> WEAR_HANDS,
> WEAR_FINGER_L,
> WEAR_FINGER_R,
> WEAR_HOLD,
> WEAR_WIELD,
> WEAR_WIELD2,
> WEAR_WAIST,
> WEAR_LEGS,
> WEAR_FEET
>};
>
>Then loop through that list and show all the objects in that order...
>
>void do_equipment( CHAR_DATA *ch, char *argument )
>{
> OBJ_DATA *obj;
> int iWear;
>
> send_to_char( "You are using:\n\r", ch );
> for ( iWear = 0; iWear < MAX_WEAR; iWear++ )
> {
> if ((obj = get_eq_char(ch, wear_order[iWear])) == NULL)
> chprintf(ch, "%s (empty)\n\r", where_name[iWear]);
> else
> {
> send_to_char( where_name[iWear], ch );
> if ( can_see_obj( ch, obj ) )
> chprintf(ch, "%s%s\n\r", where_name[iWear],
>format_obj_to_char( obj, ch, TRUE ));
> else
> chprintf(ch, "%s Something\n\r", where_name[iWear]);
> }
> }
>}
>
>Something like that...
>
>--Palrich.
>
>On 4/13/05, Richard Lindsey <[email protected]> wrote:
>
>
>>This is gonna be a fun project for you :D the wear locations in ROM I
>>believe are held as defines in merc.h, search for things like
>>WEAR_FINGER and WEAR_NECK... you'll have to change those defines to
>>coincide with your new eq listing from 0 at the top down to whatever the
>>last # is... here's why it's going to be fun (sarcasm implied)... all of
>>your pre-existing area files already have those values stored as #'s I
>>believe... you'll either have to write some code that translates those
>>from the old value to the new, or else you'll have to write some code
>>that stores their values as words that can be read in and have a
>>table_lookup done to assign their actual wear location... if you're
>>lucky and I'm wrong and they're already stored as words, then you'll
>>just need to go into tables.c and edit the wear_flags table (I might be
>>off on the name of that, but you can search for the same stuff in
>>tables.c - WEAR_FINGER, etc)... hope that helps somewhat...
>>
>>Richard Lindsey.
>>
>>-----Original Message-----
>>From: Brinny [mailto:[email protected]]
>>Sent: Wednesday, April 13, 2005 1:17 PM
>>To: [email protected]
>>Subject: eq slots
>>
>>Anyone know where I can mess with the order that eq
>>slots go in? I have the
>>
>><Used as light>
>><Worn on head>
>>
>>etc... all set up, and it is in perfect order when I
>>type eq, but when I look at myself it's all out of
>>order. I know in RoT's there is a wear_order struct,
>>is there something similar here? Thanks
>>
>>Brittany.
>>
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