Regen Objects (Another Way) [by Mike Carpenter]
Snippet Posted Wednesday, August 12th @ 11:35:26 PM, by George Greer in the Objects dept.
Added Jul 6, 1998. Click the link below to read it or download it.

From: Mike Carpenter <abram@DELTANET.COM>
Subject: Regen Items (another way)

  I realize there is already a snippet on the Circlemud Snippet page, but
I wanted to contribute another way you could implement REGEN_ITEMS.  It is
not fancy, just does what I want.  With this version, a player cannot
wear 3 items and get a combined affect, this version just gives a flat
10 point increase on top of the normal gain(if the player is wearing
a regen item).  You can adjust this to your liking.

/* In structs.h under Item Types*/
/* Look for ITEM_FOUNTAIN   23 or whatever your last item is */
/* add this*/

#define ITEM_MANA_REGEN  24


/* If you have OLC then*/
/* in olc.h look for #define NUM_ITEM_TYPES     30  */
/* add 1 to the number so *?
/* change it to this */

#define NUM_ITEM_TYPES   31


/* In constants.c look for item_types */
/* then right BEFORE "\n"  */
/* add this and be sure to add the comma */
"MANA_REGEN",


/* in limits.c look for mana_gain */
/* right below  int gain; */
/* add this */
int i;

/* then look for gain = graf(age(ch).year, 4, 8, 12, 16, 12, 10, 8); */
/* right below it add */
      for (i=0; i< NUM_WEARS; i++) {
       if(GET_EQ(ch, i)) {
        if(GET_OBJ_TYPE(GET_EQ(ch, i)) == ITEM_MANA_REGEN) {
         gain += 10; /* this can be played around with to your liking */
        }
       }
      }

/* Thats it compile and reboot */
/* Just follow these steps for hit_gain and move_gain, making the flags */
/* and adjusting the above code, this is real easy. */

Enjoy,
Mike Carpenter(Abram at Legends of Blades & Magic)


<< Regen Objects [by Robert Sinland] | Reply | View as text | Flattened | Regen Rooms [by John Evans] >>

 


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