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Forage Skill [by Chuck Carson] |
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Posted Wednesday, August 12th @ 11:27:57 PM, by George Greer in the Skills dept.
Added Dec 4, 1996. Click the link below to read it or download it.
From: Chuck Carson (chuck@digmo.org)
Subject: Forage skill for ranger type clases
Well, I thought I share a simple skill since everyone seems
to be in the holiday spirit with their code.. =)
This is a skill that allows rangers to search the outdoors
for food and other items that can be eaten for survival.
I have several objects defined inthis procedure, just change
the virtual numnbers to whatever objects you draw up.
Also, I check the players move points and subtract 100 -
GET_LEVEL so players can't just stock up on items.
I also have it so that the object they find is random from
a selection of about 7 items. (the more themerrier)
Here it goes, you will have to add this skill to spels.h,
spell_parser.c and interpreter.c (I think that's it..)
I placed the skill itself in act.other.c
*************** do_forage ************************
ACMD(do_forage)
{
struct obj_data *item_found = '\0';
int item_no = 10053; /* Initialize with first item poss. */
*buf = '\0';
if(GET_CLASS(ch) != CLASS_RANGER && GET_LEVEL(ch) <= 100)
{
send_to_char("You have no idea how to forage for survival!\r\n", ch);
return; }
if(GET_MOVE(ch) < 100)
{
send_to_char("You do not have enough energy right now.\r\n", ch);
return; }
if(SECT(ch->in_room) != SECT_FIELD && SECT(ch->in_room) != SECT_FOREST && SEC
T(ch->in_room) != SECT_HILLS && SECT(ch->in_room) != SECT_MOUNTAIN && SECT(ch-
>in_room) != SECT_SWAMP)
{
send_to_char("You cannot forage on this type of terrain!\r\n", ch);
return; }
if(GET_SKILL(ch, SKILL_FORAGE) <= 0)
{
send_to_char("You have no idea how to forage!\r\n", ch);
return; }
send_to_char("You start searching the area for signs of food.\r\n", ch);
act("$n starts foraging the area for food.\r\n", FALSE, ch, 0, 0, TO_ROOM)
;
if(number(1,101) > GET_SKILL(ch, SKILL_FORAGE))
{
WAIT_STATE(ch, PULSE_VIOLENCE * 2);
GET_MOVE(ch) -= (100 - GET_LEVEL(ch));
send_to_char("\r\nYou have no luck finding anything to eat.\r\n", ch);
return;
}
else
{
switch (number(1,7))
{
case 1:
item_no = 10053; break; /*<--- Here are the objects you need to code */
case 2: /* Add more or remove some, just change the */
item_no = 10054; break; /* switch(number(1, X) */
case 3:
item_no = 10055; break;
case 4:
item_no = 10056; break;
case 5:
item_no = 10057; break;
case 6:
item_no = 10058; break;
case 7:
item_no = 10059; break;
}
WAIT_STATE( ch, PULSE_VIOLENCE * 2); /* Not really necessary */
GET_MOVE(ch) -= (150 - GET_LEVEL(ch));
item_found = read_object( item_no, VIRTUAL);
obj_to_char(item_found, ch);
sprintf(buf, "%sYou have found %s!\r\n", buf, item_found->short_description)
;
send_to_char(buf, ch);
act("$n has found something in his forage attempt.\r\n", FALSE, ch, 0, 0, TO
_ROOM);
return;
}
}
Sorry if this code is sloppy or hard to follow, I tried to clean it up a
little.
Enjoy,
Chuck
<< Fire Weapons [by Gary Barnett] | Reply | View as text | Threaded | Gate Demon Spell [by Phil Jensen] >> |
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CircleMUD Snippets |
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Note: Not all of these snippets will work perfectly with
your version of code, so be prepared to fix one
or two bugs that may arise, and please let me know
what you needed to do to fix it. Sending a corrected
version is always welcome.
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Finally, if you wish to use any of the snippets from this
page, you are more than welcome, just mention the
authors in your credits. If you wish to release any
of these snippets to the public on another site,
contact me FIRST.
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