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» SmaugMuds » Codebases » SmaugFUSS » Showing DMG dealt/recieved an...
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Showing DMG dealt/recieved and a bit on Items
< Newer Topic :: Older Topic > Learning C

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Post is unread #1 Feb 26, 2010 5:40 am   Last edited Feb 26, 2010 7:43 am by unrivaledneo
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unrivaledneo
Fledgling
GroupMembers
Posts10
JoinedFeb 18, 2010

 
I wanted to change show DMG during combat, How much you deal/Receive during a fight,

Also Trying to look into equipment slots, instead of just showing what slots you have equip maybe show all the slots and if nothin is equipped in that slot just have like Empty/Nothin next to it so it can show the player what slots he has open to him.

{EDIT}
Another thing I been wondering, is where can I find all "script" for how a player starts. EX: Starting Location, starting VNUM etc etc. By default the player starts off at the academy at lvl 2 Already, I wanna change that up a bit. Even wanna change the max lvl of player(I know like lvl 65 ar IMMs)
So that way maybe they can reach up to lvl 200 even without becoming a IMM

Post is unread #2 Feb 26, 2010 10:46 am   Last edited Feb 26, 2010 10:55 am by dbna2
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dbna2
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1: I don't the know the answer too

2: The last part is found in nanny.c or comm.c depending on which version you are using. Vnum Defines are most likely in mud.h

3: As for equipment Try this: Note I did not code this, but simply pulled it out of the codebase I am using.

void do_equipment( CHAR_DATA * ch, char *argument ) 
{
   OBJ_DATA * obj;
   int iWear;
   bool slotOccupied;

   set_char_color( AT_RED, ch );
   send_to_char( "\n\rYou are using:\n\r&w", ch );
   send_to_char( "\n\r&w-----------------------------------------------------------\n\r", ch );

   
   for( iWear = 0; iWear < MAX_WEAR; iWear++ )    
   {
       slotOccupied = FALSE;
        
		if( (!IS_NPC(ch)) && (ch->race>0) && (ch->race<MAX_PC_RACE))
         send_to_char( where_name[iWear], ch );
        else
         send_to_char( where_name[iWear], ch );

      for( obj = ch->first_carrying; obj; obj = obj->next_content )      
      {
        if( obj->wear_loc == iWear )        
        {
          if( slotOccupied )          
          {
            send_to_char( "                     ", ch );
          }
         
		 if ( can_see_obj( ch, obj ) )
		 {
		   send_to_char( format_obj_to_char( obj, ch, TRUE ), ch );
		   
          //Displays the armor rating... Currently using v4 and v5
		   if( obj->item_type == ITEM_ARMOR )
            ch_printf_color( ch, " &z[&w%d&z/&W%d&z]", obj->value[4], obj->value[5] );
		    send_to_char( "&D\n\r", ch );
		    
		}
        else
		  send_to_char( "&W(&zsomething&W)&D\n\r", ch );
          slotOccupied = TRUE;
        } 
      }
      if( !slotOccupied )      
      {
	   send_to_char("&R(&rnothing!&R)&D\n\r",  ch);
      }
	  
    return;
}


I fixed the code above up a bit, Also if you are using of smaug that under g++ you will need to change
void do_equipment( CHAR_DATA * ch, char *argument ) 

to:
void do_equipment( CHAR_DATA * ch, const char *argument ) 

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