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➜ SMAUG
➜ SMAUG coding
➜ Problem with memin spells.
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Problem with memin spells.
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| Posted by
| Ithildin
USA (262 posts) Bio
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| Date
| Thu 09 Dec 2004 05:31 AM (UTC) Amended on Thu 09 Dec 2004 05:58 AM (UTC) by Ithildin
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| Message
| Ok, I got everything working great, but I have one other problem. If I were to make a new spell, and save skill table and reboot, then the sn changes. When a player mem's a spell, he mem's the sn. so when the sn changes on the sort skill table, the player has a different spell memed. I tried not sorting in db.c, but then the spell stays at the end of the slo and you can't find the spell. Here's what I did:
sset create skill aeros
sset save skill table
slo aeros ( aros is slot 273)
<305hp 258m 568mv>
< > slo aeros
Sn: 273 Slot: 0 unknown: 'aeros '
Saves: none SaveEffect: none
Type: unknown Target: ignore Minpos: 0 Mana: 0 Beats: 0 Range: 0
Flags: 0 Guild: -1 Value: 0 Info: 0 Code: spell_smaug
Sectors Allowed: All
Dammsg:
Wearoff:
--------------------------[CLASS USE]--------------------------
Mag) lvl: 101 max: 95% Cle) lvl: 101 max: 95% Thi) lvl: 101 max: 95%
War) lvl: 101 max: 95% Pal) lvl: 101 max: 95% Dru) lvl: 101 max: 95%
Ran) lvl: 101 max: 95%
<305hp 258m 568mv>
< >
Comm: Sock.sinaddr: 4.225.5.196, port 3117.
<305hp 258m 568mv>
< > sset save skill table
Log: Camilla: sset save skill table
Saving skill table...
reboot mud now
slo aeros
<305hp 258m 568mv>
< > slo aeros
No such skill, spell, proficiency or tongue.
It's not showing up after it loads skill table. ANy thoughts on what to do?
here is db.c
log_string("Loading skill table");
load_skill_table();
// sort_skill_table();
remap_slot_numbers(); /* must be after the sort */
gsn_first_spell = 0;
gsn_first_skill = 0;
gsn_first_weapon = 0;
gsn_first_tongue = 0;
gsn_top_sn = top_sn;
for ( x = 0; x < top_sn; x++ )
if ( !gsn_first_spell && skill_table[x]->type == SKILL_SPELL )
gsn_first_spell = x;
else
if ( !gsn_first_skill && skill_table[x]->type == SKILL_SKILL )
gsn_first_skill = x;
else
if ( !gsn_first_weapon && skill_table[x]->type == SKILL_WEAPON )
gsn_first_weapon = x;
else
if ( !gsn_first_tongue && skill_table[x]->type == SKILL_TONGUE )
gsn_first_tongue = x;
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|
| Posted by
| Ithildin
USA (262 posts) Bio
|
| Date
| Reply #1 on Thu 09 Dec 2004 10:56 PM (UTC) |
| Message
| Ok, i'm guessing this:
void remap_slot_numbers()
{
SKILLTYPE *skill;
SMAUG_AFF *aff;
char tmp[32];
int sn;
log_string( "Remapping slots to sns" );
for ( sn = 0; sn <= top_sn; sn++ )
{
if ( (skill=skill_table[sn]) != NULL )
{
for ( aff = skill->affects; aff; aff = aff->next )
if ( aff->location == APPLY_WEAPONSPELL
|| aff->location == APPLY_WEARSPELL
|| aff->location == APPLY_REMOVESPELL
|| aff->location == APPLY_STRIPSN
|| aff->location == APPLY_RECURRINGSPELL )
{
sprintf( tmp, "%d", slot_lookup(atoi(aff->modifier)) );
DISPOSE(aff->modifier);
aff->modifier = str_dup(tmp);
}
}
}
}
and this:
int skill_lookup2(const char *name, CHAR_DATA * ch)
{
int sn;
if ( (sn=bsearch_skill_exact(name, gsn_first_spell, gsn_first_skill-1)) == -1 )
if ( (sn=bsearch_skill_exact(name, gsn_first_skill, gsn_first_weapon-1)) == -1 )
if ( (sn=bsearch_skill_exact(name, gsn_first_weapon, gsn_first_tongue-1)) == -1 )
if ( (sn=bsearch_skill_exact(name, gsn_first_tongue, gsn_top_sn-1)) == -1 )
if ( (sn=bsearch_skill_prefix(name, gsn_first_spell, gsn_first_skill-1)) == -1 )
if ( (sn=bsearch_skill_prefix(name, gsn_first_skill, gsn_first_weapon-1)) == -1 )
if ( (sn=bsearch_skill_prefix(name, gsn_first_weapon, gsn_first_tongue-1)) == -1 )
if ( (sn=bsearch_skill_prefix(name, gsn_first_tongue, gsn_top_sn-1)) == -1
&& gsn_top_sn < top_sn )
{
for ( sn = gsn_top_sn; sn < top_sn; sn++ )
{
if ( !skill_table[sn] || !skill_table[sn]->name )
return -1;
if ( LOWER(name[0]) == LOWER(skill_table[sn]->name[0])
&& !str_prefix( name, skill_table[sn]->name ) )
return sn;
}
return -1;
}
return sn;
}
I'm sure those are the two things I have to mess with in order to get the mem'd spells to move up a slot when new spells are added and sorted.
Any thoughts? Any thing I can do?
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