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New Skill or Spell Template
Andy Williams edited this page May 4, 2014
·
1 revision
Description: This file contains a template of what you do when you add a new skill or spell to EnvyMud (or if you email in a new spell or skill to EnvyMud :) ).
MERC.H:
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Increase MAX_SKILL by
Add to declarations:
DECLARE_DO_FUN( do_ );
DECLARE_SPELL_FUN( spell_ );
Add the following gsn's:
extern int gsn_;
Add the following definitions:
#define #######
DB.C:
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Add the following gsn's:
int gsn_;
CONST.C:
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Add to skill_table:
{
"", { L_APP, L_APP, L_APP, L_APP, L_APP },
spell_, TAR_, POS_,
&gsn_, 0, 12,
"", ""
},
INTERP.C:
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Add the following to cmd_table[]:
{ "", do_, POS_ 0, LOG_NORMAL },
FIGHT.C:
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Add the following do_ function:
void do_( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [ MAX_INPUT_LENGTH ];
one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( );
return;
}
if ( !( victim = get_char_room( ch, arg ) ) )
{
}
return;
}
MAGIC.C:
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Add the following spell_ function:
void spell_( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( saves_spell( level, victim ) )
return;
af.type = sn;
af.duration = ;
af.location = ;
af.modifier = ;
af.bitvector = ;
affect_to_char( victim, &af );
return;
}
ACT_COMM.C:
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Modify:
ACT_INFO.C:
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Modify:
ACT_MOVE.C:
----------------------------------------------------------------------
Modify:
ACT_OBJ.C:
----------------------------------------------------------------------
Modify:
ACT_WIZ.C:
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Modify:
COMM.C:
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Modify:
HANDLER.C:
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Modify:
SAVE.C:
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Modify:
SPECIAL.C:
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Add to spec_lookup:
if ( !str_cmp( name, "spec_" ) ) return spec_;
Add the following spec_fun:
bool spec_( CHAR_DATA *ch )
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
char *spell;
int sn;
return TRUE;
}
UPDATE.C:
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Modify:
MIDGAARD.ARE:
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Add the following #MOBILES:
Add the following #OBJECTS:
Add the following #ROOMS:
Add the following #RESETS:
Add the following #SHOPS:
Add the following #SPECIALS:
HELP.ARE:
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0 ~
Syntax:
~