From: "Dominic J. Eidson" Hmm... say we invent a new wear location for dragons and other tailed creatures. 1. Add a new line to the item types in merc.h #define ITEM_WEAR_FLOAT (Q) #define ITEM_WEAR_FACE (R) /* New entries go below */ #define ITEM_WEAR_TAIL (S) 2. Add a new line to the wear locations list in merc.h #define WEAR_TAIL 28 3. Increase MAX_WEAR to (last wear location +1) 4. Add an entry to apply_ac() in handler.c case WEAR_HOLD: return obj->value[type]; case WEAR_FACE: return 2 * obj->value[type]; /* New entry added below */ case WEAR_TAIL: return obj->value[type]; } 5. Add an entry to the end of item_type in tables.c { "float", Q, TRUE }, { "face", R, TRUE }, /* New entry below */ { "tail", S, TRUE }, { NULL, 0, 0 } 6. Add a new entry to the end of where_name in act_info.c /* ... current list goes here....*/, 28 /* This number corresponds to the #define WEAR_TAIL 28 in merc.h */ 7. Add the corresponding code to do_wear() in act_obj.c (look at the entry for wearing stuff on other wear locations for examples... whenI expanded to 28 locations, all I did was cut&paste and modify it a bit) this should be all the steps needed... When creating a new object, make sure to flag it wearable tail (if in OLC), or be sure to add 'S', if editing offline Nick P.S> If I have left anything out, look at the existing wear locations and figure it out from there. Dominic J. Eidson "Baruk Khazad! Khazad ai-menu!" - Gimli --------------------------------------------------------------------------- E-mail: eidsod01@condor.stcloud.msus.edu MUD: The Infinite Point (hub.eden.com:6000)