I am working on getting a snippet that changes the archery in Smaug, but I can't get the wear_locations right. The reason is because, I think, there are only so many bitvectors, and they are all used already.
The archery snippet says to do this:
2. Open mud.h
Locate MAX_WHERE_NAME, increase the value by 3.
Locate the item wear flags.
Add the following in available BV slots:
ITEM_LODGE_RIB BVXX
ITEM_LODGE_ARM BVXX
ITEM_LODGE_LEG BVXX
Then increase ITEM_WEAR_MAX by 3.
Here is my original:
And here is my changed one. Don't suppose I can just add 'em like that, hey? How do you know if there are available BV slots? Must I remove/change three of the existing ones?
I read Nick's post on using the extended bitvectors that are now in Smaug, but it sounded like all the normal BVXXs would need to be changed to extended too, or am I wrong? How do you knowledgeable folks think I ought to do this?
Thanks for any help,
Gadush
The archery snippet says to do this:
2. Open mud.h
Locate MAX_WHERE_NAME, increase the value by 3.
Locate the item wear flags.
Add the following in available BV slots:
ITEM_LODGE_RIB BVXX
ITEM_LODGE_ARM BVXX
ITEM_LODGE_LEG BVXX
Then increase ITEM_WEAR_MAX by 3.
Here is my original:
/*
* Wear flags.
* Used in #OBJECTS.
*/
#define ITEM_TAKE BV00
#define ITEM_WEAR_FINGER BV01
#define ITEM_WEAR_NECK BV02
#define ITEM_WEAR_BODY BV03
#define ITEM_WEAR_HEAD BV04
#define ITEM_WEAR_LEGS BV05
#define ITEM_WEAR_FEET BV06
#define ITEM_WEAR_HANDS BV07
#define ITEM_WEAR_ARMS BV08
#define ITEM_WEAR_SHIELD BV09
#define ITEM_WEAR_ABOUT BV10
#define ITEM_WEAR_WAIST BV11
#define ITEM_WEAR_WRIST BV12
#define ITEM_WIELD BV13
#define ITEM_HOLD BV14
#define ITEM_DUAL_WIELD BV15
#define ITEM_WEAR_EARS BV16
#define ITEM_WEAR_EYES BV17
#define ITEM_MISSILE_WIELD BV18
#define ITEM_WEAR_BACK BV19
#define ITEM_WEAR_FACE BV20
#define ITEM_WEAR_ANKLE BV21
#define ITEM_WEAR_MAX 21
And here is my changed one. Don't suppose I can just add 'em like that, hey? How do you know if there are available BV slots? Must I remove/change three of the existing ones?
/*
* Wear flags.
* Used in #OBJECTS.
*/
#define ITEM_TAKE BV00
#define ITEM_WEAR_FINGER BV01
#define ITEM_WEAR_NECK BV02
#define ITEM_WEAR_BODY BV03
#define ITEM_WEAR_HEAD BV04
#define ITEM_WEAR_LEGS BV05
#define ITEM_WEAR_FEET BV06
#define ITEM_WEAR_HANDS BV07
#define ITEM_WEAR_ARMS BV08
#define ITEM_WEAR_SHIELD BV09
#define ITEM_WEAR_ABOUT BV10
#define ITEM_WEAR_WAIST BV11
#define ITEM_WEAR_WRIST BV12
#define ITEM_WIELD BV13
#define ITEM_HOLD BV14
#define ITEM_DUAL_WIELD BV15
#define ITEM_WEAR_EARS BV16
#define ITEM_WEAR_EYES BV17
#define ITEM_MISSILE_WIELD BV18
#define ITEM_WEAR_BACK BV19
#define ITEM_WEAR_FACE BV20
#define ITEM_WEAR_ANKLE BV21
#define ITEM_LODGE_RIB BV22
#define ITEM_LODGE_ARM BV23
#define ITEM_LODGE_LEG BV24
#define ITEM_WEAR_MAX 24
I read Nick's post on using the extended bitvectors that are now in Smaug, but it sounded like all the normal BVXXs would need to be changed to extended too, or am I wrong? How do you knowledgeable folks think I ought to do this?
Thanks for any help,
Gadush