second_attack has to be defined somehow... and you're using it as an
array index, so it has to have the same value as gsn_second_attack
would.

And it still looks like you're skipping the whole penalty from daze
states and what not that are in get_skill.  And how would
ch->pcdata->learned[second_attack] handle mobs?  They don't have a
pcdata structure.



On Apr 4, 2005 10:31 AM, Christopher Bunting <[EMAIL PROTECTED]> wrote:
> Hello,
>  I don't know all of the exact terms used to explain it all but the
> skills can still be looked up when needed. Just not using the
> skill_lookup function. Most of these changes happened one day when I
> was working on the nanny function. That is where that bit of code I
> posted comes from.. ch->pcdata>learned.. Thats how players get the
> default weapon in rom before entering the mud.
> 
>  In regards to the skills, I noticed one day that not everything was
> parsed as mutilple words yet having the same meaning. Once I used
> Erwins online skill/spell setting and while I could, setskill mage
> magic, I was not able to setskill mage magic missle. Then another
> version came out I think.. Anyway.. I don't have the space in the name
> of the skills anymore.. So in a sense, I guess the skill name can be
> used as a gsn or for skill lookups if needed.
> 
> I moreless was able to keep modifying things and as I found different
> examples, just incorportated some of those.. As I had mentioned, the
> code I submitted in the last post comes directly from rom.. To see how
> to use a system without slot numbers like diku, merc, rom, then check
> out Envy 2.0 or 2.2. All of the different examples are already online.
> I just hadn't looked back at this or how I had done in years... I was
> making on these changes back when I posted on how to remove the
> alignment and groups from the login screen back in 1997 I think.. Was
> along time ago..
> 
> I can't really make a snippet since it required making changes to
> every file and the majority of the source code.. But there is
> information out there about this. Thats how I figured it out back
> then.
> 
> Also, if you ever create a system using python, lua or something to
> load/unload skills on the fly, the name is what gets used, not a gsn
> or slot number.. Russ didn't really make major changes here in a
> sense.. If you look at Merc 2.1 after years of coding on Rom.. Well,
> Rom looks just like Merc.. nanny and all the old architecture is still
> there. The difference is all the added features coded into Rom,
> finishing of the flags and so forth..
> 
> Only thing I can say is to look at how people are writing c muds
> today.. Everything is much more advanced than a diku/merc deriv..New
> networking code, libraries, scripting engines like lua and python and
> everything else. Sourceforge.net has 1000's of mud servers showing
> everything from custom scripting, new sockets / programming code and
> more.. I've seen docs on using entities too as that can be used to
> replace allot of extra stuff that is hardcoded into rom..
> 
> I think overall that it's ashame that people think that Rom is forever
> Rom.. Just because it was coded that way doesn't mean it has to stay..
> I am by far an expert and I've had my share of trial and error
> problems along the way but there is so much more that can be done..
> Look at Smaug and Rom.. Both built atop merc, two very different
> directions in terms of how they were coded and how the gameplay is
> between the two..Rom is just so hardcoded that it takes allot of work
> to get it to do something that isn't or wasn't meant to be rom
> specific.
> 
> Chris
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