In response to XgavinX
On 7/3/01 8:10 am XgavinX wrote:
aaaahhhhhhhh... yes.... finally. a perfectly good example of exactley how I want to do it. Thank you, thank you, thank you. i appreciate it very much. i completely 100% understand.

i did not now it would work like that. but now i know! =P

but then i'd have to do that with EVERY proc and verb... say i wanted to give a player a skill or spell depending on something him/her did. like gaining a level, or using practice points to some degree. i woudl have to check the amount or level and decide what to do on EVERY proc and verb. well, that will come later. i'll probably ifgure it out. i don't want to jump ahead of myself(not even in the skill/training part of my game yet, so nothing to worry about until then).

thanks. i really appreciate it.

Just to show that I don't harbor any grudges, here's a neat shortcut I'm using for "added verbs" in my game. You can't save the verbs list directly... but you can make a variable like this:

mob/pc/var/list/added_verbs = list()

And whenever you add a verb to the player (learn a new spell, get a skill, etc.), add it to this list as well. In the player loading proc, put this line:

player.verbs.Add(player.added_verbs)

In case this isn't apparent, this saves you the trouble of rechecking each verb.

[EDIT]

Even simpler, now that I look at this:

1. Define the list

2. Immediately before saving, set added_verbs to verbs

3. Immediately after loading, set verbs to added_verbs.
In response to LexyBitch
On 7/3/01 12:22 pm LexyBitch wrote:
On 7/3/01 8:10 am XgavinX wrote:
aaaahhhhhhhh... yes.... finally. a perfectly good example of exactley how I want to do it. Thank you, thank you, thank you. i appreciate it very much. i completely 100% understand.

i did not now it would work like that. but now i know! =P

but then i'd have to do that with EVERY proc and verb... say i wanted to give a player a skill or spell depending on something him/her did. like gaining a level, or using practice points to some degree. i woudl have to check the amount or level and decide what to do on EVERY proc and verb. well, that will come later. i'll probably ifgure it out. i don't want to jump ahead of myself(not even in the skill/training part of my game yet, so nothing to worry about until then).

thanks. i really appreciate it.

Just to show that I don't harbor any grudges, here's a neat shortcut I'm using for "added verbs" in my game. You can't save the verbs list directly... but you can make a variable like this:

mob/pc/var/list/added_verbs = list()

And whenever you add a verb to the player (learn a new spell, get a skill, etc.), add it to this list as well. In the player loading proc, put this line:

player.verbs.Add(player.added_verbs)

In case this isn't apparent, this saves you the trouble of rechecking each verb.

[EDIT]

Even simpler, now that I look at this:

1. Define the list

2. Immediately before saving, set added_verbs to verbs

3. Immediately after loading, set verbs to added_verbs.

thank you Lexi. Sorry about being a little prick earlier, I know your only trying to help. and thanks to you too Shadowdarke(SP)
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