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Old 08-17-2002, 07:09 PM   #1
Join Date: Aug 2002
Posts: 41
Danlor is on a distinguished road

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?

I'm using the SMAUG code base.
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Old 09-08-2002, 09:51 PM   #2
Join Date: Jun 2002
Posts: 157
Davairus is an unknown quantity at this point
I don't use smaug but I'll try to help.. uh.

spell is declared in magic.h
spell function is in magic.c
spell levels and stuff are in const.c
** remove all of those ***

Again, my codebase isn't smaug but last I logged on Realms of Despair we're clearly similar to that so it probably has similar principles. Well, nobody answered so I thought you got nothing to lose, and I'm no stranger to egg on my face. Good luck!
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Old 09-09-2002, 07:59 AM   #3
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Join Date: Sep 2002
Posts: 21
Moridian is on a distinguished road
You can do one of two things:

Code a function into 'do_sset' that will delete the skill from the skill table, or manualy
edit the 'skills.dat' file inside the /system/ directory.

If you choose to manualy edit the 'skills.dat' file you need to be careful as you've seen.
Make sure you delete all of the lines from (and including) the #skill all the way to (and
including) the 'End'

As long as you delete the entire skill block for the skill and don't add any extra characters
in accicentaly you should be just fine.

<a href="telnet://" target="_blank"> 5665</a>
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