hrmm cast levels ey? You may wanna try this.
if IS_CAST_STAT(cast,WEAPON_SWORD);
ch->level = ch->level += ?;
or
if IS_CAST_STAT(cast,WEAPON_SWORD);
spell_whatever(skill_lookup ("whatever"), ch->level + ?, ch, vch,
TARGET_CHAR);
// i may have that wrong someone tell him if i do its realy early.
#define IS_CAST_STAT (obj,stat)(IS_SET((obj)->value[6],(stat)))
// note the 6 there ;)
// ull need to put in another value since your going to do it on all
//objects for the mud. should be easy enough. just call it in olc.
// look at the ones already there just do a search for obj->value
// grep obj->value * >irock.txt
// vi or pico irock.txt and make your mods there before you put it in with
// the code so atleast youll know it works when you do by looking at it.
Well that should point you in the right direction let me know if you have
any problems with errors or something. you realy shouldnt. the code is
already there just you got to add to it. and we all know adding is good.
You can normaly find me hammering away at my mud thinking of something
else to do. telnet://demonmud.org:9000
or telnet demonmud.org 9000
EOS
On Fri, 5 Jul 2002, William Bittick wrote:
> Hello everyone i have a small question for you guys. I am currently
> implementing cast level into my rom mud. Everything is fine so far, you can
> set it on objects, you can stat it etc. However where i'm running into a
> problem is having the cast level do the desired effect. I do have a couple
> of ideas but they all seem overly complicated. Here's an example of the way
> i want it to work. Say you have an object.
>
> The sceptre of the heavens.
>
> Cast level: 4
>
> You wear the object raising your cast level 4
>
> Your cast level is raised by 4, thus simulating the effect of your character
> being four levels higher in skill, and giving you the spell power of a
> character four levels higher than you. I'm not very good at explaining
> things, so if you need a better or more in depth explanation let me know.
> Any help would be appreciated. Thanks in advance.
>
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