Embalmer code [by Mendar]
Snippet Posted Wednesday, August 12th @ 11:27:03 PM, by George Greer in the Specials dept.
Added Dec 3, 1996. Click the link below to read it or download it.

From: Paul Shinn <wombat@WPI.EDU>
Subject:  Embalmer

buy corpses for 1-2gp and make 1000gp trophy bags.  Because of how Merc
is set up, you also need to change the "level" of corpses to level 1
instead of level 0, shopkeepers don't buy level 0 stuff.

    Add this to the spell table in CONST.C

         "make bag",     { 37, 37, 37, 37 },
         spell_make_bag, TAR_OBJ_INV,            POS_STANDING,
         NULL,                   SLOT(50),       100,    24,
         "",                     "!Make Bag!"*/

    Put this in MAGIC.C

void spell_make_bag( int sn, int level, CHAR_DATA *ch, void *vo )
{
     static char *headers[] = { "corpse of the ", "corpse of The ",
                                "corpse of an ", "corpse of An ",
                                "corpse of a ", "corpse of A ",
                                "corpse of " }; // (This one must be last)
     OBJ_DATA *obj = (OBJ_DATA *) vo;
     char buf[MAX_STRING_LENGTH];
     int i;

     if ( obj->item_type != ITEM_CORPSE_NPC && obj->item_type != ITEM_CORPSE_PC
)
         return;

     for (i = 0; i < 7; i++)
        {
        int len = strlen(headers[i]);
        if ( memcmp(obj->short_descr, headers[i], len) == 0 )
           {
           sprintf( buf, "bag %s", obj->short_descr+len );
           free_string( obj->name );
           obj->name = str_dup(buf);

           sprintf( buf, "A bag of fine %s hide catches your eye.  ",
              obj->short_descr+len );
           free_string( obj->description );
           obj->description = str_dup( buf );

           sprintf( buf, "bag made from %s hide", obj->short_descr+len );
           free_string( obj->short_descr );
           obj->short_descr = str_dup( buf );

           break;
           }
        }

     obj->item_type = ITEM_CONTAINER;
     obj->wear_flags = ITEM_HOLD|ITEM_TAKE;
     obj->timer = 0;
     obj->weight = 5;
     obj->level = level/3;
     obj->cost = level * 50;
     obj->value[0] = level * 10;                 /* Weight capacity */
     obj->value[1] = 1;                          /* Closeable */
     obj->value[2] = -1;                         /* No key needed */
     obj->pIndexData = get_obj_index( 5660 );    /* So it's not a corpse */

     act( "Your new $p looks pretty snazzy.", ch, obj, NULL, TO_CHAR );
     act( "$n's new $p looks pretty snazzy.", ch, obj, NULL, TO_ROOM );

     send_to_char( "Ok.\n\r", ch );
     return;
}

/*

  Put this in a zone.  If you change the number change it in the code
  as well.

#5660
bag~
a generic bag~
A generic bag generates the VNUM for the 'make purse' spell.  ~
~
15 0 1
50 0 0 0
5 50 0
*/

Put this in SPECIAL.C.  Remember to add this to spec_lookup() as well.

bool spec_taxidermist( CHAR_DATA *ch )
{
    OBJ_DATA *inv;
    int sn;

    if ( ch->position != POS_STANDING )
        return FALSE;

    if ( ch->pIndexData->pShop == 0 ||
         time_info.hour < ch->pIndexData->pShop->open_hour ||
         time_info.hour > ch->pIndexData->pShop->close_hour )
       return FALSE;

    for ( inv = ch->carrying; inv != NULL; inv = inv->next_content )
    {
    if (inv->item_type == ITEM_CORPSE_NPC)
       {
       if ( ( sn = skill_lookup( "make bag" ) ) >= 0 )
          (*skill_table[sn].spell_fun) ( sn, ch->level, ch, inv );
       return TRUE;
       }
    else if (inv->wear_loc == WEAR_NONE && number_percent() < 5)
       {
       act( "$n suggests you buy $p.", ch, inv, NULL, TO_ROOM );
       return TRUE;
       }
    }

    return FALSE;
}



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the embalmer spec
by Ashura (ashura@buffaloriver.com) on Friday, March 17th @ 11:15:32 AM
http://
Lovely idea, but it's a Merc snippet--it won't be usable on Circle without a major overhaul. Speaking of major overhauls... ;)
I've been working on it, and have gotten this close--but it still crashes. Any suggestions? --Ashura.

****CODE FOLLOWS****
ASPELL(spell_make_bag)
{
static char *headers[] = { "corpse of the ", "corpse of The ",
"corpse of an ", "corpse of An ",
"corpse of a ", "corpse of A ",
"corpse of " }; // (This one must be last)
struct obj_data *corpse, *bag;
char buf[MAX_STRING_LENGTH];
char tbuf[MAX_STRING_LENGTH];
int i;

if (!IS_CORPSE(corpse))
return;

for (i = 0; i 7; i++) {
int len = strlen(headers[i]);
if (memcmp(corpse->short_description, headers[i], len) == 0)
sprintf(tbuf, "%s", corpse->short_description+len);
break;
}
extract_obj(corpse);

sprintf(buf, "A fine bag of %s hide catches your eye.", tbuf);
bag->description = str_dup(buf);
sprintf(buf, "a bag of %s hide", tbuf);
bag->short_description = str_dup(buf);
bag->in_room = NOWHERE;
bag->name = str_dup("bag");
GET_OBJ_TYPE(bag) = ITEM_CONTAINER;
GET_OBJ_WEAR(bag) = ITEM_WEAR_HOLD + ITEM_WEAR_TAKE + ITEM_WEAR_WAIST;
GET_OBJ_EXTRA(bag) = ITEM_NOSELL + ITEM_GLOW;
obj->item_number = 12; /* vnum of the "generic bag" */
GET_OBJ_VAL(bag, 0) = 50;
GET_OBJ_VAL(bag, 1) = 5;
GET_OBJ_VAL(bag, 2) = -1;
GET_OBJ_VAL(bag, 3) = 0;
GET_OBJ_COST(bag) = 100;
obj_to_room(bag, ch->in_room);
send_to_char( "Ok. ", ch );
return;
}
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