Adventures guide

Posted by Chris on Sun 15 Jul 2001 12:23 AM — 12 posts, 35,925 views.

#0
Can you make the "Adventures guide" to,exsample:
A book of willows?? And how can i edit the eq that you start off with?

BTW,thanks for the help and the quick responses :-)
Australia Forum Administrator #1
Making a guide like that just sounds like creating a new object in the area editor or area file.

As for the initial stuff, that is picked up as you go through the initial area. I suggest you edit that area if you want to make other things available.
#2
I mean can i make it so that for instants i start with a book,a shirt,a sword etc. when i enter?
Australia Forum Administrator #3
There are examples of doing that in the function "newbieset". Here is an example of doing it:




/* vnums */
#define OBJ_VNUM_SCHOOL_VEST 10308
#define OBJ_VNUM_SCHOOL_SHIELD 10310
#define OBJ_VNUM_SCHOOL_BANNER 10311

OBJ_DATA *obj;

obj = create_object( get_obj_index(OBJ_VNUM_SCHOOL_VEST), 1 );
obj_to_char(obj, victim);
obj = create_object( get_obj_index(OBJ_VNUM_SCHOOL_SHIELD), 1 );
obj_to_char(obj, victim);
obj = create_object( get_obj_index(OBJ_VNUM_SCHOOL_BANNER), 1 );
obj_to_char(obj, victim);


"victim" is the character you are equipping.
#4
Can i do it so that ALL characters starts off with the SAME equipment and not have to victim a person every time??
Australia Forum Administrator #5
What I meant was to change the "nanny" function, which processes the logon messages, to equip you with those things when you create a new character. You will see an example, around line 2388 in comm.c, where the code already gives a new character the adventurer's guide.

Now if you want to make the adventurer's guide *different* then simply modify object 10333, which it already loads (ie. give it a different description).

If you want to give new characters more stuff, simply duplicate the lines of code below for the extra vnums.


/* Added by Brittany, Nov 24/96. The object is the adventurer's guide
to the realms of despair, part of Academy.are. */
{
OBJ_INDEX_DATA *obj_ind = get_obj_index( 10333 );
if ( obj_ind != NULL )
{
obj = create_object( obj_ind, 0 );
obj_to_char( obj, ch );
equip_char( ch, obj, WEAR_HOLD );
}

#6
Ok,i have tried to remove "10333" and typed in my new object vnum,but when i start a new character he/her/n doesnt start with anything!?
Australia Forum Administrator #7
Because of the test for NULL in the code, presumably it didn't find your object. Does the object exist? Is the area in the area.lst file?
#8
Yes,the area exist i did a remake of newacad.are and changed it to my own area,so it is in the area.lst,should i change the Null option to something?
Australia Forum Administrator #9
No, the word NULL is just to check that the object was found.

Did you compile and link it OK? Are you actually using your new version, or do new players still get the old adventurer's guide?
#10
No,they dont start off with anything,hmmm
Australia Forum Administrator #11
It's a mystery. I would check that you are going through the new code by adding a couple of lines like this:



write_to_buffer( d, "Loading adventurer's guide...", 0 );
OBJ_INDEX_DATA *obj_ind = get_obj_index( 10333 );
if ( obj_ind == NULL )
write_to_buffer( d, "Could not find adventurer's guide", 0 );


Then make a new character. If you don't see any of those messages, then you are not using your new code. If you do, then you need to work out why it can't find that object. Change 10333 to whatever the correct vnum is, of course.