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This is a discussion on "Spell editing." in the Top Mud Sites MUD Builders and Areas forum : In the MUD that I'm making spells like "acid ball" don't really fit in... So what I did was I went though the spell list and redid it just as I wanted it. Well the mud wouldn't start up. So I got the old file back from the trash can and put it back in place. What I was doing was I just deleted the ones that I didn't want. I made sure that the spacing and all was still the same. So how exactly do you get rid of spells?... |
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#1 |
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Member
Join Date: Aug 2002
Posts: 41
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In the MUD that I'm making spells like "acid ball" don't really fit in...
So what I did was I went though the spell list and redid it just as I wanted it. Well the mud wouldn't start up. So I got the old file back from the trash can and put it back in place. What I was doing was I just deleted the ones that I didn't want. I made sure that the spacing and all was still the same. So how exactly do you get rid of spells? |
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#2 |
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Member
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Well I must say that considering the forum you are in the title vs subject caught me offguard.
You might want to take this to the coder's forum and be sure to include the codebase you are using and any error messages you may have received from the compiler. Assuming its a ROM-derv and the spells you are taking out are basic ones that dont crossover into other functions you should just need to pull the entry in const.c skill_table, pull the function from magic.c, lower MAX_SKILL and pull all the references to it in spell_groups. Also be careful if they are spells that are set on items like wands/potions/staves. You can run into some problems there as well. |
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#3 |
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Member
Join Date: Aug 2002
Posts: 41
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DOH! I thought I did post this in the coders forum! *blush* So sorry.
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