I'm not going to write the code for you, but this is the approach I would take. 1) Add the spell to the list in spells.h. (i.e. SPELL_FIRESHIELD). 2) Increase NUM_SPELLS in olc.h. (If using OasisOLC). 3) spell_parser.c: Add the information about the spell in mag_assign_spells. 4) Add a wear off message in constants.c: spell_wear_off_msg. 5) In magic.c, under mag_affects: Add in a new case for SPELL_FIRESHIELD giving it a duration and whatnot. Give it a bitvector of AFF_FIRESHIELD. 6) In structs.h find AFF_ flags and add a new one, AFF_FIRESHIELD to the end. 7) In constants.c find affected_bits and add FIRESHIELD to the end. 8) In olc.h find NUM_AFF_FLAGS and increase it by one. (If using OasisOLC). 9) In fight.c find the damage() function and add in a check to see if AFF_FLAGGED(victim, AFF_FIRESHIELD) then subtract hits from the 'ch' and send them and the room a message. -----Original Message----- From: Red Wolf <kilborn@PALACE.NET> To: CIRCLE@post.queensu.ca <CIRCLE@post.queensu.ca> Date: Sunday, February 07, 1999 5:29 AM Subject: [NEWBIE] Spells > I was wondering if someone could give me an example for a fireshield >spell. Which would react when being hit and send a missle and do half >the damage done to the caster. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/15/00 PST