HEALER 1.- In MUD.H look for ACT_ bits and add one more #define ACT_HEALER XX /* Where XX is a free bit_vector (in original code 22 is unused */ Add also: DECLARE_DO_FUN( do_heal ); 2.- In TABLES.C: add in the right places if ( !str_cmp( name, "do_heal" )) return do_heal; if ( skill == do_heal ) return "do_heal"; 3.- Add this file called HEALER.C /*************************************************************************** * ROM 2.4 is copyright 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ /*************************************************************************** * Ported to Smaug 1.4 by Desden, el Chaman Tibetano in November 1998 * * ( Jose Luis Sogorb ) Email: jose@luisso.net * * * ***************************************************************************/ #include #include #include #include "mud.h" void do_heal(CHAR_DATA *ch, char *argument) { CHAR_DATA *mob; char arg[MAX_INPUT_LENGTH]; int cost,sn; SPELL_FUN *spell; char *words; /* Search for an act_healer */ for ( mob = ch->in_room->first_person; mob; mob = mob->next_in_room ) { if ( IS_NPC(mob) && xIS_SET(mob->act, ACT_HEALER) ) break; } if ( mob == NULL ) { send_to_char( "You can't do that here.\n\r", ch ); return; } one_argument(argument,arg); if (arg[0] == '\0') { /* display price list */ act(AT_PLAIN,"$N says 'I offer the following spells:'",ch,NULL,mob,TO_CHAR); send_to_char(" light: cure light wounds 10 gold\n\r",ch); send_to_char(" serious: cure serious wounds 15 gold\n\r",ch); send_to_char(" critical: cure critical wounds 25 gold\n\r",ch); send_to_char(" heal: healing spell 50 gold\n\r",ch); send_to_char(" blind: cure blindness 20 gold\n\r",ch); send_to_char(" poison: cure poison 25 gold\n\r",ch); send_to_char(" curse: remove curse 50 gold\n\r",ch); send_to_char(" refresh: restore movement 5 gold\n\r",ch); send_to_char(" mana: restore mana 10 gold\n\r",ch); send_to_char(" Type heal to be healed.\n\r",ch); return; } if (!str_cmp(arg,"light")) { spell = spell_smaug; sn = skill_lookup("cure light"); words = "judicandus dies"; cost = 1000; } else if (!str_cmp(arg,"serious")) { spell = spell_smaug; sn = skill_lookup("cure serious"); words = "judicandus gzfuajg"; cost = 1600; } else if (!str_cmp(arg,"critical")) { spell = spell_smaug; sn = skill_lookup("cure critical"); words = "judicandus qfuhuqar"; cost = 2500; } else if (!str_cmp(arg,"heal")) { spell = spell_smaug; sn = skill_lookup("heal"); words = "pzar"; cost = 5000; } else if (!str_cmp(arg,"blind")) { spell = spell_cure_blindness; sn = skill_lookup("cure blindness"); words = "judicandus noselacri"; cost = 2000; } else if (!str_cmp(arg,"poison")) { spell = spell_cure_poison; sn = skill_lookup("cure poison"); words = "judicandus sausabru"; cost = 2500; } else if (!str_cmp(arg,"curse")) { spell = spell_remove_curse; sn = skill_lookup("remove curse"); words = "candussido judifgz"; cost = 5000; } else if (!str_cmp(arg,"mana")) { spell = NULL; sn = -1; words = "energizer"; cost = 1000; } else if (!str_cmp(arg,"refresh") ) { spell = spell_smaug; sn = skill_lookup("refresh"); words = "candusima"; cost = 500; } else { act(AT_PLAIN,"$N says ' Type 'heal' for a list of spells.'", ch,NULL,mob,TO_CHAR); return; } if (cost > ch->gold ) { act(AT_PLAIN,"$N says 'You do not have enough gold for my services.'", ch,NULL,mob,TO_CHAR); return; } WAIT_STATE(ch, PULSE_VIOLENCE); ch->gold -= cost; act(AT_PLAIN,"$n utters the words '$T'.",mob,NULL,words,TO_ROOM); if (spell == NULL) { ch->mana += dice(2,8) + ch->level / 3; ch->mana += UMIN(ch->level,ch->max_mana - ch->mana); send_to_char("A warm glow passes through you.\n\r",ch); return; } if (sn == -1) return; spell(sn,ch->level,mob,ch); } /********* End of code *****************************************/ 4.- Add in MAKEFILE: healer.o and healer.c in the right sections. 5.- Do a 'make clean' and a 'make. 6.- You must add the command in /SYSTEM/COMMANDS.DAT: #COMMAND Name heal~ Code do_heal Position 100 Level 1 Log 0 End 7.- And the last thing: set the act_healer to your chosen mob. If you want to add this act_flag online you must edit build.c, look for char * const act_flags [] { and add the new flag in the right place (the order is set by the bit vector values) . An example: If you have #define ACT_HEALER 3 (in MUD.H) you must change it to: { "npc", "sentinel", "scavenger", "healer", "r2", "aggressive", "stayarea", "wimpy", "pet", "train", "practice", "immortal", "deadly", "polyself", "meta_aggr", "guardian", "running", "nowander", "mountable", "mounted", "scholar", "secretive", "hardhat", "mobinvis", "noassist", "autonomous", "pacifist", "noattack", "annoying", "statshield", "prototype", "r14" }; Where 'npc' is bitvector 0, 'sentinel' is 1, and so on. To mset an act_flag to a mob, it must be a prototype, so you must do: mset flags prototype mset flags healer mset flags prototype foldarea /*********************************************************************** * Ported to Smaug 1.4 by Desden, el Chaman Tibetano (J.L.Sogorb) * * November 1998 - Email: jose@luisso.net * * * ***********************************************************************/