second_attack has to be defined somehow... and you're using it as an array index, so it has to have the same value as gsn_second_attack would.
And it still looks like you're skipping the whole penalty from daze states and what not that are in get_skill. And how would ch->pcdata->learned[second_attack] handle mobs? They don't have a pcdata structure. On Apr 4, 2005 10:31 AM, Christopher Bunting <[EMAIL PROTECTED]> wrote: > Hello, > I don't know all of the exact terms used to explain it all but the > skills can still be looked up when needed. Just not using the > skill_lookup function. Most of these changes happened one day when I > was working on the nanny function. That is where that bit of code I > posted comes from.. ch->pcdata>learned.. Thats how players get the > default weapon in rom before entering the mud. > > In regards to the skills, I noticed one day that not everything was > parsed as mutilple words yet having the same meaning. Once I used > Erwins online skill/spell setting and while I could, setskill mage > magic, I was not able to setskill mage magic missle. Then another > version came out I think.. Anyway.. I don't have the space in the name > of the skills anymore.. So in a sense, I guess the skill name can be > used as a gsn or for skill lookups if needed. > > I moreless was able to keep modifying things and as I found different > examples, just incorportated some of those.. As I had mentioned, the > code I submitted in the last post comes directly from rom.. To see how > to use a system without slot numbers like diku, merc, rom, then check > out Envy 2.0 or 2.2. All of the different examples are already online. > I just hadn't looked back at this or how I had done in years... I was > making on these changes back when I posted on how to remove the > alignment and groups from the login screen back in 1997 I think.. Was > along time ago.. > > I can't really make a snippet since it required making changes to > every file and the majority of the source code.. But there is > information out there about this. Thats how I figured it out back > then. > > Also, if you ever create a system using python, lua or something to > load/unload skills on the fly, the name is what gets used, not a gsn > or slot number.. Russ didn't really make major changes here in a > sense.. If you look at Merc 2.1 after years of coding on Rom.. Well, > Rom looks just like Merc.. nanny and all the old architecture is still > there. The difference is all the added features coded into Rom, > finishing of the flags and so forth.. > > Only thing I can say is to look at how people are writing c muds > today.. Everything is much more advanced than a diku/merc deriv..New > networking code, libraries, scripting engines like lua and python and > everything else. Sourceforge.net has 1000's of mud servers showing > everything from custom scripting, new sockets / programming code and > more.. I've seen docs on using entities too as that can be used to > replace allot of extra stuff that is hardcoded into rom.. > > I think overall that it's ashame that people think that Rom is forever > Rom.. Just because it was coded that way doesn't mean it has to stay.. > I am by far an expert and I've had my share of trial and error > problems along the way but there is so much more that can be done.. > Look at Smaug and Rom.. Both built atop merc, two very different > directions in terms of how they were coded and how the gameplay is > between the two..Rom is just so hardcoded that it takes allot of work > to get it to do something that isn't or wasn't meant to be rom > specific. > > Chris > -- > ROM mailing list > [email protected] > http://www.rom.org/cgi-bin/mailman/listinfo/rom >

