From: "Dominic J. Eidson" <eidsod01@condor.stcloudstate.edu>
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
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E-mail: eidsod01@condor.stcloud.msus.edu
MUD: The Infinite Point (hub.eden.com:6000)