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Question Is this possible with Set_skill?

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17 Jul 2025 21:53 #10814 by thomas
About your problem with saves; make sure you add rows in both save_char() and load_char() for the remort level :)

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Yesterday 11:05 - Yesterday 11:06 #10815 by wlessard1
I thought I had the code working, I was working with someone else online and it seemed like it was working.

Then I was going over the code last night for list_skills and he had slipped in a check for the skill we were testing to make sure it works. By actually putting the skill IN the check, he forced it to create a false positive that the skill took.

Needless to say, that invalidated the whole code chunk that supposedly worked.

I found the code I needed for save_char and load_char and fixed that. PFDEFAULTS.H and one other, not sure off the top of my head.

BUT the Remote Code works to a point and I am about 5-10 steps backed up.

It will save the skills in the playerfile it just doesn't show them so it at least points me to a tighter mess of code to search through.  Have some ideas on how to fix that but it probably wont work.
Last edit: Yesterday 11:06 by wlessard1.

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Yesterday 12:08 #10816 by thomas
Ok, now we are getting info. I guess the "it doesn't show them" concerns the _practice_ command?

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Yesterday 12:33 #10817 by wlessard1
Pfdefaults.h and players.c
Between the two, I got the Remort Levels to stick. Just had to add a PFDEF_REMORT_LEVEL to save it then the rest of the code in players.c to make it work right.

I still am a bit upset about the faking of the code for list_skills
(GET_REMORT_LEVEL(ch) > 0 && (i == SKILL_SNEAK || i == SPELL_IDENTIFY) && GET_SKILL(ch, i) > 0))) {

Forcing it to show.
Still know it is possible, just haven't figured out what connects to the player file to see it.
The skills will save in the player file even if they don't show, they also wont allow for a practicing.

Have a rudimentary remort working. It levels up, mana, moves and hits increase with extra bonus every remort.

I guess it kind of doesn't matter for a remort really if you only just get bonus stats. Has to be more to make it worthwhile.

Anyways I will find a solution, it has to be there buried somewhere in the code.

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Yesterday 14:55 #10818 by Plex

wlessard1 wrote: I still am a bit upset about the faking of the code for list_skills
        (GET_REMORT_LEVEL(ch) > 0 && (i == SKILL_SNEAK || i == SPELL_IDENTIFY) && GET_SKILL(ch, i) > 0))) {

Forcing it to show.
 


This is what I was trying to explain in my previous reply.   SET_SKILL by itself isn't enough to allow the skill to be used or practiced.  This is due to the class not meeting the min_level requirement.  You need something more to bypass this and allow the class to use the skill.    

The extra code you found in list_skills is basically what I was suggesting
    if ((GET_LEVEL(ch) >= spell_info.min_level[(int) GET_CLASS(ch)])  ||  
       (IS_REMORT(ch) && < spellnum is in remort_skills[] >)) {


You probably don't need to check the individual skills though.  Just check for remort and GET_SKILL.  Then "assign" the skill by using SET_SKILL and giving a value > 0.

        (GET_REMORT_LEVEL(ch) > 0 && GET_SKILL(ch, i) > 0))) {

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Yesterday 16:40 #10819 by wlessard1
I am putting remort on a shelf for awhile. Enough brain strain and eye strain trying to make it work for now.


I am enjoying upgrading some old zones to new code if anyone has ever heard of Crimson II.
First MUD I played in the mid 90's.

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