Brian Beffa wrote: > > If I want t edit skills like bash and track what file do I look in? I think > I checked all the files in the src dir, and all i found were some defines. I > want to put in a new skill for warriors. > I hate writing below a quote!!!!!!! Anyways, I did a search for "bash" to see what files contained that. I came up with 9 files. I bet, if you copy the same things as bash and manipulate it to another skill you will be fairly successful. act.build.c Something to think about, if you want your mobs to have a defense against your new skill: case 28: TOGGLE_BIT(MOB_FLAGS(mob), MOB_NOBASH); break; act.movement.c Another thing to think about, will it disable the character/mob? case POS_SITTING: send_to_char("You stand up.\r\n", ch); act("$n clambers to $s feet.", TRUE, ch, 0, 0, TO_ROOM); /* Will be sitting after a successful bash and may still be fighting. */ GET_POS(ch) = FIGHTING(ch) ? POS_FIGHTING : POS_STANDING; break; act.offensive.c The bash command: ACMD(do_bash) class.c What class and what levels can use it?? spell_level(SKILL_BASH, CLASS_WARRIOR, 12); constants.c const char *action_bits[] = { <snip> "!BASH", interpreter.c Along with all the other commands: { "bash" , "bash" , POS_FIGHTING, do_bash , 1, 0 }, spell_parser.c skillo(SKILL_BASH, "bash"); spells.h #define SKILL_BASH 132 /* Reserved Skill[] DO NOT CHANGE */ structs.h #define MOB_NOBASH (1 << 16) /* Mob can't be bashed (e.g. trees) */ +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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