How would I start of new characters with maxed skills/spells? I know it would be done somewhere in comm.c, but where and how?
Starting new characters with maxed skills.
Posted by Tymeless on Thu 31 Jul 2003 06:33 AM — 8 posts, 25,307 views.
I haven't tried this, but I would try using the code from "sset self all 100" and add it into comm.c. Here seems to be the relevant part ...
I would put that in comm.c around where it sets up the character's default values ...
{
int sn;
for ( sn = 0; sn < top_sn; sn++ )
{
if ( skill_table[sn]->name
&& ( ch->level >= skill_table[sn]->skill_level[ch->class]))
ch->pcdata->learned[sn] = GET_ADEPT( ch, sn );
}
}
I would put that in comm.c around where it sets up the character's default values ...
ch->level = 1;
ch->exp = 0;
ch->max_hit += race_table[ch->race]->hit;
ch->max_mana += race_table[ch->race]->mana;
ch->hit = UMAX(1,ch->max_hit);
This worked, but not on every skill. How would I fix that?
Part of the test above was to compare the character's level to the skill level. You could take that part out.
Exactly which part? (I'm a newbie coder, sorr for all the questions)
I sense trouble brewing here, however this should work ...
{
int sn;
for ( sn = 0; sn < top_sn; sn++ )
{
if ( skill_table[sn]->name)
ch->pcdata->learned[sn] = GET_ADEPT( ch, sn );
}
}
Alright, that worked. But whenever that person is attacked, the mud crashes. How about another method, like a way for mortals to use sset to set all their skills to 100 but not on another?
Looks like the test - the one you took out - was there for a reason. Effectively that code duplicates what sset does, because that is where I found it.
To solve both your problems you need to find why it crashes. See the posts on gdb for how to do that.
To solve both your problems you need to find why it crashes. See the posts on gdb for how to do that.