Boxboy supplies a simple way of coding 'autogold'. Autogold This is how I added autogold. /********* start here **********/ open act.informative.c, Look for the line, " Color Level: %s\r\n", and above it add, " AutoGold: %-3s " then in act.other.c, look for the line, "Will now track through doors.\r\n"} and below it add, {"AutoGold disabled.\r\n", "AutoGold enabled.\r\n"} not also add a ',' on the track through doors statement so it looks like "Will now track through doors.\r\n"}, now look for, case SCMD_TRACK: result = (track_through_doors = !track_through_doors); break; and below it add, case SCMD_AUTOGOLD: result = PRF_TOG_CHK(ch, PRF_AUTOGOLD); break; now in constants.c, find the line, "TRACK", and below it add "AUTOGOLD", now in fight.c, in int damage(), under the header add, ACMD(do_get); find the second 'die(victim);' and below it add, /* If Autogold enabled, get gold corpse */ if (IS_NPC(victim) && !IS_NPC(ch) && PRF_FLAGGED(ch, PRF_AUTOGOLD)) { do_get(ch,"gold corpse",0,0); } now onto interpreter.c, find the line, { "autoexit" , POS_DEAD , do_gen_tog , 0, SCMD_AUTOEXIT }, and below it add, { "autogold" , POS_DEAD, do_gen_tog, 0, SCMD_AUTOGOLD}, and in interprecter.h find the line, #define SCMD_TRACK 16 and below it add, #define SCMD_AUTOGOLD 17 and finally goto structs.h, find the line, #define PRF_ROOMFLAGS (1 << 21) /* Can see room flags (ROOM_x) */ and below it add, #define PRF_AUTOGOLD (1 << 30) /****** Finish Here **********/ Basically, if you have autogold on and you kill someone you will get the gold from their corpse. This can be used as a autoloot, if you modify it slightly. Boxboy, says, 'Bye bye' << Two-Handed weapons [by Boxboy] | Reply | Flattened | Disarm Skill [by BoxBoy] >>
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