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Loved New OLC Craft System

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26 Jun 2012 21:36 - 26 Jun 2012 21:58 #285 by Halenbane
Replied by Halenbane on topic Re: New OLC Craft System
That's just the thing.. It saves correctly in the craft file, but if I copyover/reboot

it resets the values to

Craft Item: fireball (which is object vnum #2 in game)
Rare Item: none (even if you set one before copyover)

I went back and looked over CRAFT_OBJVNUM and CRAFT_CRIT_OBJVNUM and don't see any problems...


Maybe it's the way I have it set in crafts.h

struct craft_data {
int craft_id;
char * craft_name;
int craft_flags;
obj_vnum craft_object_vnum;
obj_vnum craft_crit_object_vnum;
int craft_timer;
char * craft_msg_self;
char * craft_msg_room;
char * craft_crit_msg_self;
char * craft_crit_msg_room;
Last edit: 26 Jun 2012 21:58 by Halenbane.

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26 Jun 2012 22:11 #286 by Halenbane
Replied by Halenbane on topic Re: New OLC Craft System
Not sure if it is coincidence, but the junk item it is throwing into craft item after a reboot, being a fireball, vnum 2, the case you choose in craftedit to set craft item , is choice #2...

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27 Jun 2012 00:18 #287 by Vatiken
Replied by Vatiken on topic Re: New OLC Craft System
If you create 2+ different crafts, is each crit vnum set to 2?

tbaMUD developer/programmer

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27 Jun 2012 00:23 - 27 Jun 2012 00:24 #288 by Halenbane
Replied by Halenbane on topic Re: New OLC Craft System
Yep, I have only 2 crafts in the game right now, craft 1 and craft 2.

One is a staff, the other is a sword. One has a critical item, the other doesn't.

If I copyover, the main finished item for both becomes vnum obj 2, the crit item is reset to none.
Last edit: 27 Jun 2012 00:24 by Halenbane.

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27 Jun 2012 00:25 #289 by Vatiken
Replied by Vatiken on topic Re: New OLC Craft System
I'm on your MUD... Probably easier to help you there.

tbaMUD developer/programmer

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27 Jun 2012 01:10 #290 by Halenbane
Replied by Halenbane on topic Re: New OLC Craft System
All works well now. Thanks Vat.

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