Or you could just rewrite show_char_to_char_0 (or 1 i forget) to show it the way you want it to ;) theres a snip on mudmagic.com (while the colors are ugly as sin) can be modifyed to create your own version. Also a nice way to add some realism to your mud, for example in mine i have stuff like eye color, hair color, weight, height, skin tone, etc and the players get a static description describing them. I do this because in muds i play, i stick entire song lyrics and ascii pictures
into my descriptions making them about 5-6 pages long ;)

-Thri

Michael Barton wrote:

Here's how I did it... just make a list in the order you want the
items to appear.

int     const wear_order[] =
{
 WEAR_FLOAT,
 WEAR_LIGHT,
 WEAR_HEAD,
 WEAR_NECK_1,
 WEAR_NECK_2,
 WEAR_ABOUT,
 WEAR_TORSO,
 WEAR_ARMS,
 WEAR_SHIELD,
 WEAR_WRIST_L,
 WEAR_WRIST_R,
 WEAR_HANDS,
 WEAR_FINGER_L,
 WEAR_FINGER_R,
 WEAR_HOLD,
 WEAR_WIELD,
 WEAR_WIELD2,
 WEAR_WAIST,
 WEAR_LEGS,
 WEAR_FEET
};

Then loop through that list and show all the objects in that order...

void do_equipment( CHAR_DATA *ch, char *argument )
{
   OBJ_DATA *obj;
   int iWear;

   send_to_char( "You are using:\n\r", ch );
   for ( iWear = 0; iWear < MAX_WEAR; iWear++ )
   {
       if ((obj = get_eq_char(ch, wear_order[iWear])) == NULL)
         chprintf(ch, "%s (empty)\n\r", where_name[iWear]);
       else
       {
         send_to_char( where_name[iWear], ch );
         if ( can_see_obj( ch, obj ) )
           chprintf(ch, "%s%s\n\r", where_name[iWear],
format_obj_to_char( obj, ch, TRUE ));
         else
           chprintf(ch, "%s Something\n\r", where_name[iWear]);
       }
   }
}

Something like that...

--Palrich.

On 4/13/05, Richard Lindsey <[EMAIL PROTECTED]> wrote:
This is gonna be a fun project for you :D the wear locations in ROM I
believe are held as defines in merc.h, search for things like
WEAR_FINGER and WEAR_NECK... you'll have to change those defines to
coincide with your new eq listing from 0 at the top down to whatever the
last # is... here's why it's going to be fun (sarcasm implied)... all of
your pre-existing area files already have those values stored as #'s I
believe... you'll either have to write some code that translates those
from the old value to the new, or else you'll have to write some code
that stores their values as words that can be read in and have a
table_lookup done to assign their actual wear location... if you're
lucky and I'm wrong and they're already stored as words, then you'll
just need to go into tables.c and edit the wear_flags table (I might be
off on the name of that, but you can search for the same stuff in
tables.c - WEAR_FINGER, etc)... hope that helps somewhat...

Richard Lindsey.

-----Original Message-----
From: Brinny [mailto:[EMAIL PROTECTED]
Sent: Wednesday, April 13, 2005 1:17 PM
To: [email protected]
Subject: eq slots

Anyone know where I can mess with the order that eq
slots go in? I have the

<Used as light>
<Worn on head>

etc... all set up, and it is in perfect order when I
type eq, but when I look at myself it's all out of
order. I know in RoT's there is a wear_order struct,
is there something similar here? Thanks

Brittany.

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