if (och->level < 5)
{
int l = och->level;
write_to_descriptor (d->descriptor,
"Since you below level 5, you will be advanced!\n\r", 0);
for ( ; l < 5; l++)
{
advance_level (och);
och->level++; /* Advance_level doesn't do that */
}
}
while (och->level < 5)
{
advance_level(och);
}
*if(ch->level < 5) { stc("Players don't save until level 5", ch); return; }*.
/* For each playing descriptor, save its state */
for (d = descriptor_list; d; d = d_next)
{
CHAR_DATA *och = CH (d);
d_next = d->next; /* We delete from the list , so need to save this */
if (!d->character || d->connected > CON_PLAYING)
{ /* drop those logging on */
write_to_descriptor (d->descriptor,
"\n\rSorry, we are rebooting. Come back in a few minutes.\n\r",
0);
close_socket (d); /* throw'em out */
}
else
{
//fprintf (fp, "%d %s %s\n", d->descriptor, och->name, d->host);
//#if 0 /* This is not necessary for ROM */
/***original ROM code for saving
if (och->level == 1)
{
write_to_descriptor (d->descriptor,
"Since you are level one, and level one characters do not save, you gain a free level!\n\r",
0);
advance_level (och);
och->level++; *** Advance_level doesn't do that ***
}
changed to advance the char to level 5***/
while (och->level < 5)
{
int l = och->level;
write_to_descriptor (d->descriptor,
"Since you below level 5, you will be advanced!\n\r", 0);
for ( ; l < 5; l++)
{
advance_level (och, TRUE);
och->level++; /* Advance_level doesn't do that */
}
}
//#endif
fprintf (fp, "%d %s %s\n", d->descriptor, och->name, d->host);
save_char_obj (och);
write_to_descriptor (d->descriptor, buf, 0);
}
}
fprintf (fp, "%d %s %s\n", d->descriptor, och->name, d->host);
while (och->level < 5)
{
advance_level(och);
}
In do_save I did if(ch->level < 5) return, tried doing the same thing in save.c where the fwrite_char
thing is defined, and it still saves the player, but with a corrupted pfile because Im blocking the MUD from
saving any of the chars data. Been searching around for a way to prevent them from saving, but I'm not
finding what I'm looking for. So, what I'm asking is if anyone knows how to prevent those players from saving
at all.
Any help appreciated.