well, that's the thing, i'm just tryin to figure out how to do it. i just put that in there to see if it would work. but it doesn't. i tried putting the color codes into the class and race files, and that works, but when you start up, you can see the &*class at the get class thing. also, in the score on some of the classes, it only shows &ycleric and such. but on others it shows the actual colors. here's what an imm said on another mud, but i'm not sure how to do this:
Quote:
have some kind of a colored name associated to each race ahead of
time. This typically involves adding a new field to your race
data structure, something thats a character string. Then you
go in and just color each race you want to be a different color
by making that new variable/string be the colored race-name.
This might be kinda tricky however, since it involves modifying
how the game saves race files, and to make things worse, you might
have a hard time sorting pc races out from npc races. I think
initially, pc races are indeed seperate from npc ones, and since
only players show up on the who list, this makes things a little
simpler since you wouldn't have to worry about any of the 100 or
however many npc races that there are.
but anyway, after you've succeeded in adding the new string field
to your races, its a simple matter to make the who command call
on that string instead of the race-name string, you just swap it
in with the other one. Watch out for the length of some of those
colored names, they can shift the other parts of the who list
around a lot, and in some cases even crash the mud.
would be like this:
struct race_type
{
char race_name [16]; /* Race name */
char race_name_color; <----added
EXT_BV affected; /* Default affect bitvectors */
sh_int str_plus; /* Str bonus/penalty */
then change the way that the code saves the races?
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