This will allow Vampires to bite players and make them vampires (just for the current session). Have a look through the code to get a better idea of what i mean. I originally wrote this for my Star Trek MUD, which uses Borg instead of Vampires who assimilate each other. There is a lot of code here, and for what your getting you may think it's not worth it, but as players often tell me, it's the finer details and realism which make it great. So have a look through and see what your getting. Disclaimer: I'm am not responsible for this code, please backup your entire mud before going ahead with this. This doesn't need a pfile wipe or anything though. Open structs.h ~~~~~~~~~~~~~~ /* Player flags: used by char_data.char_specials.act */ #define PLR_KILLER (1 << 0) /* Player is a player-killer */ #define PLR_THIEF (1 << 1) /* Player is a player-thief */ #define PLR_FROZEN (1 << 2) /* Player is frozen */ #define PLR_DONTSET (1 << 3) /* Don't EVER set (ISNPC bit) */ #define PLR_WRITING (1 << 4) /* Player writing (board/mail/olc) */ #define PLR_MAILING (1 << 5) /* Player is writing mail */ #define PLR_CRASH (1 << 6) /* Player needs to be crash-saved */ #define PLR_SITEOK (1 << 7) /* Player has been site-cleared */ #define PLR_NOSHOUT (1 << 8) /* Player not allowed to shout/goss */ #define PLR_NOTITLE (1 << 9) /* Player not allowed to set title */ #define PLR_DELETED (1 << 10) /* Player deleted - space reusable */ #define PLR_LOADROOM (1 << 11) /* Player uses nonstandard loadroom */ #define PLR_NOWIZLIST (1 << 12) /* Player shouldn't be on wizlist */ #define PLR_NODELETE (1 << 13) /* Player shouldn't be deleted */ #define PLR_INVSTART (1 << 14) /* Player should enter game wizinvis */ #define PLR_CRYO (1 << 15) /* Player is cryo-saved (purge prog) */ +#define PLR_VAMPIRE (1 << 16) /* Mobile flags: used by char_data.char_specials.act */ #define MOB_SPEC (1 << 0) /* Mob has a callable spec-proc */ #define MOB_SENTINEL (1 << 1) /* Mob should not move */ #define MOB_SCAVENGER (1 << 2) /* Mob picks up stuff on the ground */ #define MOB_ISNPC (1 << 3) /* (R) Automatically set on all Mobs */ #define MOB_AWARE (1 << 4) /* Mob can't be backstabbed */ #define MOB_AGGRESSIVE (1 << 5) /* Mob hits players in the room */ #define MOB_STAY_ZONE (1 << 6) /* Mob shouldn't wander out of zone */ #define MOB_WIMPY (1 << 7) /* Mob flees if severely injured */ #define MOB_AGGR_EVIL (1 << 8) /* auto attack evil PC's */ #define MOB_AGGR_GOOD (1 << 9) /* auto attack good PC's */ #define MOB_AGGR_NEUTRAL (1 << 10) /* auto attack neutral PC's */ #define MOB_MEMORY (1 << 11) /* remember attackers if attacked */ #define MOB_HELPER (1 << 12) /* attack PCs fighting other NPCs */ #define MOB_NOCHARM (1 << 13) /* Mob can't be charmed */ #define MOB_NOSUMMON (1 << 14) /* Mob can't be summoned */ #define MOB_NOSLEEP (1 << 15) /* Mob can't be slept */ #define MOB_NOBASH (1 << 16) /* Mob can't be bashed (e.g. trees) */ #define MOB_NOBLIND (1 << 17) /* Mob can't be blinded */ +#define MOB_VAMPIRE (1 << 18) Open constants.c ~~~~~~~~~~~~~~~~ /* strings corresponding to ordinals/bitvectors in structs.h ***********/ /* (Note: strings for class definitions in class.c instead of here) */ +/* Vampire Commands (you'll see why we do this later) */ +const char *vampire_cmds[] = +{ + "look", + "north", + "south", + "east", + "west", + "up", + "down", + "scan", + "exits", + "equipment", + "flee", + "gossip", + "hit", + "kill", + "qui", + "quit", + "say", + "score", + "tell", + "who", + "\n" +}; Further down: /* PLR_x */ const char *player_bits[] = { "KILLER", "THIEF", "FROZEN", "DONTSET", "WRITING", "MAILING", "CSH", "SITEOK", "NOSHOUT", "NOTITLE", "DELETED", "LOADRM", "!WIZL", "!DEL", "INVST", "CRYO", + "VAMPIRE", "\n" }; /* MOB_x */ const char *action_bits[] = { "SPEC", "SENTINEL", "SCAVENGER", "ISNPC", "AWARE", "AGGR", "STAY-ZONE", "WIMPY", "AGGR_EVIL", "AGGR_GOOD", "AGGR_NEUTRAL", "MEMORY", "HELPER", "!CHARM", "!TRANS", "!SLEEP", "!BASH", "!BLIND", + "VAMPIRE", "\n" }; Open constants.h ~~~~~~~~~~~~~~~~ extern const char *circlemud_version; extern const char *dirs[]; +extern const char *vampire_cmds[]; Open utils.h ~~~~~~~~~~~~ #define GET_ALIASES(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->aliases)) #define GET_LAST_TELL(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->last_tell)) + +#define VAMPIRE(ch) (!IS_NPC(ch) && PLR_FLAGGED(ch, PLR_VAMPIRE)) #define GET_SKILL(ch, i) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->saved.skills[i])) #define SET_SKILL(ch, i, pct) do { CHECK_PLAYER_SPECIAL((ch), (ch)->player_specials->saved.skills[i]) = pct; } while(0) Further down: #define AWAKE(ch) (GET_POS(ch) > POS_SLEEPING) #define CAN_SEE_IN_DARK(ch) \ - (AFF_FLAGGED(ch, AFF_INFRAVISION) || (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_HOLYLIGHT))) + (AFF_FLAGGED(ch, AFF_INFRAVISION) || (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_HOLYLIGHT)) || VAMPIRE(ch)) Open interpreter.c ~~~~~~~~~~~~~~~~~~ extern struct index_data *mob_index; extern struct index_data *obj_index; extern struct room_data *world; +extern const char *vampire_cmds[]; /* external functions */ void echo_on(struct descriptor_data *d); void echo_off(struct descriptor_data *d); void do_start(struct char_data *ch); Further down: const char *reserved[] = { "a", "an", "self", "me", "all", "room", "someone", "something", "\n" }; +/* (vampire_cmds[] is in constants.c) */ +int vampire_cmd_ok(struct char_data *ch, const char *command) +{ + int i; + + if (!VAMPIRE(ch)) + return(1); + + for (i = 0; *vampire_cmds[i] != '\n'; i++) { + if (!str_cmp(vampire_cmds[i], command)) + return(1); + } + return(0); +} Further down: /* otherwise, find the command */ for (length = strlen(arg), cmd = 0; *cmd_info[cmd].command != '\n'; cmd++) if (!strncmp(cmd_info[cmd].command, arg, length)) - if (GET_LEVEL(ch) >= cmd_info[cmd].minimum_level) + if ((GET_LEVEL(ch) >= cmd_info[cmd].minimum_level) && vampire_cmd_ok(ch, cmd_info[cmd].command)) break; - if (*cmd_info[cmd].command == '\n') - send_to_char("Huh?!?\r\n", ch); + if ((*cmd_info[cmd].command == '\n') && VAMPIRE(ch)) + send_to_char("You cannot keep control enough to do that!\r\n", ch); + else if ((*cmd_info[cmd].command == '\n') && !VAMPIRE(ch)) + send_to_char("Huh?!?\r\n", ch); Further down: /* * We have to place the character in a room before equipping them * or equip_char() will gripe about the person in NOWHERE. */ if ((load_room = GET_LOADROOM(d->character)) != NOWHERE) load_room = real_room(load_room); /* If char was saved with NOWHERE, or real_room above failed... */ if (load_room == NOWHERE) { if (GET_LEVEL(d->character) >= LVL_IMMORT) load_room = r_immort_start_room; else load_room = r_mortal_start_room; } if (PLR_FLAGGED(d->character, PLR_FROZEN)) load_room = r_frozen_start_room; send_to_char(WELC_MESSG, d->character); d->character->next = character_list; character_list = d->character; char_to_room(d->character, load_room); load_result = Crash_load(d->character); + REMOVE_BIT(PLR_FLAGS(d->character), PLR_VAMPIRE); save_char(d->character, NOWHERE); Open limits.c ~~~~~~~~~~~~~ In the "hit_gain(struct char_data * ch)" funtion: /* Position calculations */ switch (GET_POS(ch)) { case POS_SLEEPING: gain += (gain / 2); /* Divide by 2 */ break; case POS_RESTING: gain += (gain / 4); /* Divide by 4 */ break; case POS_SITTING: gain += (gain / 8); /* Divide by 8 */ break; } + /* Vampires heal more quickly */ + if (VAMPIRE(ch)) + gain += (gain * 2); if (IS_MAGIC_USER(ch) || IS_CLERIC(ch)) gain /= 2; /* Ouch. */ In the "move_gain(struct char_data * ch)" funtion: /* Position calculations */ switch (GET_POS(ch)) { case POS_SLEEPING: gain += (gain / 2); /* Divide by 2 */ break; case POS_RESTING: gain += (gain / 4); /* Divide by 4 */ break; case POS_SITTING: gain += (gain / 8); /* Divide by 8 */ break; } + /* Vampires gain move more quickly */ + if (VAMPIRE(ch)) + gain += (gain * 2); if ((GET_COND(ch, FULL) == 0) || (GET_COND(ch, THIRST) == 0)) gain /= 4; In the "gain_condition(struct char_data * ch, int condition, int value)" function: bool intoxicated; - if (IS_NPC(ch) || GET_COND(ch, condition) == -1) /* No change */ + if (IS_NPC(ch) || GET_COND(ch, condition) == -1 || VAMPIRE(ch)) /* No change */ return; intoxicated = (GET_COND(ch, DRUNK) > 0); Open act.informative.c ~~~~~~~~~~~~~~~~~~~~~~ In the "look_at_char(struct char_data * i, struct char_data * ch)" function: - if (i->player.description) + if (i->player.description && !VAMPIRE(i)) send_to_char(i->player.description, ch); + else if (VAMPIRE(i)) + send_to_char("You see a 6ft Vampire, white as a sheet with huge fangs.\r\n", ch); else act("You see nothing special about $m.", FALSE, i, 0, ch, TO_VICT); diag_char_to_char(i, ch); found = FALSE; for (j = 0; !found && j < NUM_WEARS; j++) if (GET_EQ(i, j) && CAN_SEE_OBJ(ch, GET_EQ(i, j))) found = TRUE; - if (found) { + if (found || VAMPIRE(i)) { send_to_char("\r\n", ch); /* act() does capitalization. */ act("$n is using:", FALSE, i, 0, ch, TO_VICT); - for (j = 0; j < NUM_WEARS; j++) - if (GET_EQ(i, j) && CAN_SEE_OBJ(ch, GET_EQ(i, j))) { - send_to_char(where[j], ch); - show_obj_to_char(GET_EQ(i, j), ch, 1, 1); - } + if (!VAMPIRE(i)) { + for (j = 0; j < NUM_WEARS; j++) { + if (GET_EQ(i, j) && CAN_SEE_OBJ(ch, GET_EQ(i, j))) { + send_to_char(where[j], ch); + show_obj_to_char(GET_EQ(i, j), ch, 1, 1); + } + } + } + else { + send_to_char(" a Vampire's Cape\r\n" + " a Black Bow Tie\r\n" + " a Black Jacket\r\n" + " Black Trousers\r\n" + " a pair of Black Shoes\r\n", ch); + } } Further down: if (IS_NPC(i)) { strcpy(buf, i->player.short_descr); CAP(buf); - } else + } else if (VAMPIRE(i)) + sprintf(buf, "%s the Vampire", i->player.name); + else sprintf(buf, "%s %s", i->player.name, GET_TITLE(i)); if (AFF_FLAGGED(i, AFF_INVISIBLE)) strcat(buf, " (invisible)"); if (AFF_FLAGGED(i, AFF_HIDE)) strcat(buf, " (hidden)"); if (!IS_NPC(i) && !i->desc) strcat(buf, " (linkless)"); In the "ACMD(do_score)" function: + if (VAMPIRE(ch)) + strcat(buf, "You are a Vampire.\r\n"); + if (GET_COND(ch, DRUNK) > 10) strcat(buf, "You are intoxicated.\r\n"); if (GET_COND(ch, FULL) == 0) strcat(buf, "You are hungry.\r\n"); if (GET_COND(ch, THIRST) == 0) strcat(buf, "You are thirsty.\r\n"); In the "ACMD(do_equipment)" function: send_to_char("You are using:\r\n", ch); - for (i = 0; i < NUM_WEARS; i++) { - if (GET_EQ(ch, i)) { - if (CAN_SEE_OBJ(ch, GET_EQ(ch, i))) { - send_to_char(where[i], ch); - show_obj_to_char(GET_EQ(ch, i), ch, 1, 1); - found = TRUE; - } else { - send_to_char(where[i], ch); - send_to_char("Something.\r\n", ch); - found = TRUE; - } - } - } + if (!VAMPIRE(ch)) { + for (i = 0; i < NUM_WEARS; i++) { + if (GET_EQ(ch, i)) { + if (CAN_SEE_OBJ(ch, GET_EQ(ch, i))) { + send_to_char(where[i], ch); + show_obj_to_char(GET_EQ(ch, i), ch, 1, 1); + found = TRUE; + } else { + send_to_char(where[i], ch); + send_to_char("Something.\r\n", ch); + found = TRUE; + } + } + } + } + else { + send_to_char(" a Vampire's Cape\r\n" + " a Black Bow Tie\r\n" + " a Black Jacket\r\n" + " Black Trousers\r\n" + " a pair of Black Shoes\r\n", ch); + found = TRUE; + } In the "ACMD(do_who)" function: if (GET_INVIS_LEV(tch)) sprintf(buf + strlen(buf), " (i%d)", GET_INVIS_LEV(tch)); else if (AFF_FLAGGED(tch, AFF_INVISIBLE)) strcat(buf, " (invisible)"); + + if (VAMPIRE(tch)) + strcat(buf, " (Vampire)"); if (PLR_FLAGGED(tch, PLR_MAILING)) strcat(buf, " (mailing)"); else if (PLR_FLAGGED(tch, PLR_WRITING)) strcat(buf, " (writing)"); if (PRF_FLAGGED(tch, PRF_DEAF)) strcat(buf, " (deaf)"); Open oasis.h/olc.h (depending on OLC version) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ #define NUM_ROOM_FLAGS 16 #define NUM_ROOM_SECTORS 10 -#define NUM_MOB_FLAGS 18 +#define NUM_MOB_FLAGS 19 #define NUM_AFF_FLAGS 22 Open mobact.c ~~~~~~~~~~~~~ /* local functions */ void mobile_activity(void); +void vampire_activity(void); +void make_vampire(struct char_data *ch, struct char_data * vict); void clearMemory(struct char_data * ch); In the "mobile_activity()" function: /* Aggressive Mobs */ - if (MOB_FLAGGED(ch, MOB_AGGRESSIVE | MOB_AGGR_TO_ALIGN)) { + if (MOB_FLAGGED(ch, MOB_AGGRESSIVE | MOB_AGGR_TO_ALIGN | MOB_VAMPIRE)) { found = FALSE; for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) { - if (IS_NPC(vict) || !CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE)) + if (IS_NPC(vict) || !CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE) || (MOB_FLAGGED(ch, MOB_VAMPIRE) && VAMPIRE(vict))) continue; if (MOB_FLAGGED(ch, MOB_WIMPY) && AWAKE(vict)) continue; if (!MOB_FLAGGED(ch, MOB_AGGR_TO_ALIGN) || (MOB_FLAGGED(ch, MOB_AGGR_EVIL) && IS_EVIL(vict)) || (MOB_FLAGGED(ch, MOB_AGGR_NEUTRAL) && IS_NEUTRAL(vict)) || (MOB_FLAGGED(ch, MOB_AGGR_GOOD) && IS_GOOD(vict))) { hit(ch, vict, TYPE_UNDEFINED); found = TRUE; } } } Below "mobile_activity()" put this: +void vampire_activity(void) +{ + register struct char_data *ch, *next_ch, *vict; + int found = FALSE; + + for (ch = character_list; ch; ch = next_ch) { + next_ch = ch->next; + + /*** (MG) This is so the victim isn't repeated for each Vampire */ + vict = NULL; + found = FALSE; + + if (IS_NPC(ch) && !MOB_FLAGGED(ch, MOB_VAMPIRE)) + continue; + if (!IS_NPC(ch) && !PLR_FLAGGED(ch, PLR_VAMPIRE)) + continue; + + + for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) { + if (IS_NPC(vict) || !CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE) || VAMPIRE(vict)) + continue; + else { + make_vampire(ch, vict); + found = TRUE; + } + } + } +} + +void make_vampire(struct char_data *ch, struct char_data *vict) +{ + if (IS_NPC(vict)) + return; + + if (FIGHTING(ch) == vict) + stop_fighting(ch); + if (FIGHTING(vict) == ch) + stop_fighting(vict); + + act("$n viciously sinked $s fangs into $N's neck.", FALSE, ch, 0, vict, TO_NOTVICT); + act("You viciously sink your fangs into $N's neck. As you taste the blood you feel a deep hunger satisfied.", FALSE, ch, 0, vict, TO_CHAR); + act("$n viciously sinks $s fangs into your neck.", FALSE, ch, 0, vict, TO_VICT); + act("As $n slowly draws the life from you, you feel weak and then suddenly you can breath again and you feel stronger and more alive.", FALSE, ch, 0, vict, TO_VICT); + act("Your vision is perfect and you now feel a deep hunger.", FALSE, ch, 0, vict, TO_VICT); + + SET_BIT(PLR_FLAGS(vict), PLR_VAMPIRE); + if (vict->affected) { + while (vict->affected) + affect_remove(vict, vict->affected); + } +} Open comm.c ~~~~~~~~~ /* extern fcnts */ void reboot_wizlists(void); void boot_world(void); void affect_update(void); /* In spells.c */ void mobile_activity(void); +void vampire_activity(void); In the "heartbeat(in pulse)" function: if (!(pulse % PULSE_MOBILE)) mobile_activity(); + if (!(pulse % (PULSE_MOBILE * 2))) + vampire_activity(); Open fight.c ~~~~~~~~~~~~ /* External procedures */ char *fread_action(FILE * fl, int nr); ACMD(do_flee); int backstab_mult(int level); int thaco(int ch_class, int level); int ok_damage_shopkeeper(struct char_data * ch, struct char_data * victim); +void Crash_rentsave(struct char_data * ch, int cost); In the "raw_kill(struct char_data * ch)" function: if (FIGHTING(ch)) stop_fighting(ch); while (ch->affected) affect_remove(ch, ch->affected); death_cry(ch); + if (!VAMPIRE(ch)) { + make_corpse(ch); + } + else { + Crash_rentsave(ch, 0); + } - make_corpse(ch); extract_char(ch); ************************************************************************ * Here's were it gets interesting (btw from here till end is optional) * ************************************************************************ The following sections are optional code additions to the basic vampire code above. Some you may want, some you may not. But to install the second piece of code you'll need to have but in the first, and the third requires both first and second (you get the idea). OPTIONAL CODE 1. (BITTEN MOBS) This section allows mobs to be bitten and turn into Vampires, i.e you could have a plague of vampires roaming your MUD. Basically it will spread like the plague from mob to mob, mob to player, player to mob and player to player. Open structs.h ~~~~~~~~~~~~~~ /* Mobile flags: used by char_data.char_specials.act */ #define MOB_SPEC (1 << 0) /* Mob has a callable spec-proc */ #define MOB_SENTINEL (1 << 1) /* Mob should not move */ #define MOB_SCAVENGER (1 << 2) /* Mob picks up stuff on the ground */ #define MOB_ISNPC (1 << 3) /* (R) Automatically set on all Mobs */ #define MOB_AWARE (1 << 4) /* Mob can't be backstabbed */ #define MOB_AGGRESSIVE (1 << 5) /* Mob hits players in the room */ #define MOB_STAY_ZONE (1 << 6) /* Mob shouldn't wander out of zone */ #define MOB_WIMPY (1 << 7) /* Mob flees if severely injured */ #define MOB_AGGR_EVIL (1 << 8) /* auto attack evil PC's */ #define MOB_AGGR_GOOD (1 << 9) /* auto attack good PC's */ #define MOB_AGGR_NEUTRAL (1 << 10) /* auto attack neutral PC's */ #define MOB_MEMORY (1 << 11) /* remember attackers if attacked */ #define MOB_HELPER (1 << 12) /* attack PCs fighting other NPCs */ #define MOB_NOCHARM (1 << 13) /* Mob can't be charmed */ #define MOB_NOSUMMON (1 << 14) /* Mob can't be summoned */ #define MOB_NOSLEEP (1 << 15) /* Mob can't be slept */ #define MOB_NOBASH (1 << 16) /* Mob can't be bashed (e.g. trees) */ #define MOB_NOBLIND (1 << 17) /* Mob can't be blinded */ #define MOB_VAMPIRE (1 << 18) +#define MOB_BITTEN (1 << 19) Open constants.c ~~~~~~~~~~~~~~~~ /* MOB_x */ const char *action_bits[] = { "SPEC", "SENTINEL", "SCAVENGER", "ISNPC", "AWARE", "AGGR", "STAY-ZONE", "WIMPY", "AGGR_EVIL", "AGGR_GOOD", "AGGR_NEUTRAL", "MEMORY", "HELPER", "!CHARM", "!TRANS", "!SLEEP", "!BASH", "!BLIND", "VAMPIRE", + "BITTEN", "\n" }; Open oasis.h/olc.h (depending on OLC version) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ #define NUM_ROOM_FLAGS 16 #define NUM_ROOM_SECTORS 10 -#define NUM_MOB_FLAGS 19 +#define NUM_MOB_FLAGS 20 #define NUM_AFF_FLAGS 22 Open utils.h ~~~~~~~~~~~~ #define GET_ALIASES(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->aliases)) #define GET_LAST_TELL(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->last_tell)) #define VAMPIRE(ch) (!IS_NPC(ch) && PLR_FLAGGED(ch, PLR_VAMPIRE)) +#define MOBVAMPIRE(ch) (IS_NPC(ch) && MOB_FLAGGED(ch, MOB_BITTEN)) #define GET_SKILL(ch, i) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->saved.skills[i])) #define SET_SKILL(ch, i, pct) do { CHECK_PLAYER_SPECIAL((ch), (ch)->player_specials->saved.skills[i]) = pct; } while(0) Open act.informative.c ~~~~~~~~~~~~~~~~~~~~~~ In the "look_at_char(struct char_data * i, struct char_data * ch)" function: - if (i->player.description && !VAMPIRE(i)) + if (i->player.description && !VAMPIRE(i) && !MOBVAMPIRE(i)) send_to_char(i->player.description, ch); - else if (VAMPIRE(i)) + else if (VAMPIRE(i) || MOBVAMPIRE(i)) send_to_char("You see a 6ft Vampire, white as a sheet with huge fangs.\r\n", ch); else act("You see nothing special about $m.", FALSE, i, 0, ch, TO_VICT); diag_char_to_char(i, ch); found = FALSE; for (j = 0; !found && j < NUM_WEARS; j++) if (GET_EQ(i, j) && CAN_SEE_OBJ(ch, GET_EQ(i, j))) found = TRUE; - if (found || VAMPIRE(i)) { + if (found || VAMPIRE(i) || MOBVAMPIRE(i)) { send_to_char("\r\n", ch); /* act() does capitalization. */ act("$n is using:", FALSE, i, 0, ch, TO_VICT); - if (!VAMPIRE(i)) { + if (!VAMPIRE(i) && !MOBVAMPIRE(i)) { for (j = 0; j < NUM_WEARS; j++) { if (GET_EQ(i, j) && CAN_SEE_OBJ(ch, GET_EQ(i, j))) { send_to_char(where[j], ch); show_obj_to_char(GET_EQ(i, j), ch, 1, 1); } } } else { send_to_char(" a Vampire's Cape\r\n" " a Black Bow Tie\r\n" " a Black Jacket\r\n" " Black Trousers\r\n" " a pair of Black Shoes\r\n", ch); } } Further down: const char *positions[] = { " is lying here, dead.", " is lying here, mortally wounded.", " is lying here, incapacitated.", " is lying here, stunned.", " is sleeping here.", " is resting here.", " is sitting here.", "!FIGHTING!", " is standing here." }; - if (IS_NPC(i) && i->player.long_descr && GET_POS(i) == GET_DEFAULT_POS(i)) { + if (IS_NPC(i) && i->player.long_descr && GET_POS(i) == GET_DEFAULT_POS(i) && !MOBVAMPIRE(i)) { Further down: - if (IS_NPC(i)) { + if (IS_NPC(i) && !MOBVAMPIRE(i)) { strcpy(buf, i->player.short_descr); CAP(buf); } else if (VAMPIRE(i)) sprintf(buf, "%s the Vampire", i->player.name); + else if (MOBVAMPIRE(i)) { + sprintf(buf, "%s the Vampire", i->player.short_descr); + CAP(buf); + } else sprintf(buf, "%s %s", i->player.name, GET_TITLE(i)); if (AFF_FLAGGED(i, AFF_INVISIBLE)) strcat(buf, " (invisible)"); if (AFF_FLAGGED(i, AFF_HIDE)) strcat(buf, " (hidden)"); if (!IS_NPC(i) && !i->desc) strcat(buf, " (linkless)"); In the "ACMD(do_equipment)" function: send_to_char("You are using:\r\n", ch); - if (!VAMPIRE(ch)) { + if (!VAMPIRE(ch) && !MOBVAMPIRE(ch)) { for (i = 0; i < NUM_WEARS; i++) { if (GET_EQ(ch, i)) { if (CAN_SEE_OBJ(ch, GET_EQ(ch, i))) { send_to_char(where[i], ch); show_obj_to_char(GET_EQ(ch, i), ch, 1, 1); found = TRUE; } else { send_to_char(where[i], ch); send_to_char("Something.\r\n", ch); found = TRUE; } } } } Open mobact.c ~~~~~~~~~~~~~ In the "mobile_activity()" function: /* Aggressive Mobs */ - if (MOB_FLAGGED(ch, MOB_AGGRESSIVE | MOB_AGGR_TO_ALIGN | MOB_VAMPIRE)) { + if (MOB_FLAGGED(ch, MOB_AGGRESSIVE | MOB_AGGR_TO_ALIGN | MOB_VAMPIRE | MOB_BITTEN)) { found = FALSE; for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) { - if (IS_NPC(vict) || !CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE) || (MOB_FLAGGED(ch, MOB_VAMPIRE) && VAMPIRE(vict))) + if (IS_NPC(vict) || !CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE) || (MOB_FLAGGED(ch, MOB_VAMPIRE | MOB_BITTEN) && VAMPIRE(vict))) continue; if (MOB_FLAGGED(ch, MOB_WIMPY) && AWAKE(vict)) continue; if (!MOB_FLAGGED(ch, MOB_AGGR_TO_ALIGN) || (MOB_FLAGGED(ch, MOB_AGGR_EVIL) && IS_EVIL(vict)) || (MOB_FLAGGED(ch, MOB_AGGR_NEUTRAL) && IS_NEUTRAL(vict)) || (MOB_FLAGGED(ch, MOB_AGGR_GOOD) && IS_GOOD(vict))) { hit(ch, vict, TYPE_UNDEFINED); found = TRUE; } } } Further Down: void vampire_activity(void) { register struct char_data *ch, *next_ch, *vict; int found = FALSE; for (ch = character_list; ch; ch = next_ch) { next_ch = ch->next; /*** (MG) This is so the victim isn't repeated for each Vampire */ vict = NULL; found = FALSE; - if (IS_NPC(ch) && !MOB_FLAGGED(ch, MOB_VAMPIRE)) + if (IS_NPC(ch) && !MOB_FLAGGED(ch, MOB_VAMPIRE | MOB_BITTEN)) continue; if (!IS_NPC(ch) && !PLR_FLAGGED(ch, PLR_VAMPIRE)) continue; + /* + This stops a Domino effect in the biting + (i.e. A Vampire converting a whole room at once), + I use alignment as a marker. + */ + + if (GET_ALIGNMENT(ch) == 6666) { + GET_ALIGNMENT(ch) = -70; + continue; + } for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) { - if (IS_NPC(vict) || !CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE) || VAMPIRE(vict)) + if (MOB_FLAGGED(vict, MOB_VAMPIRE | MOB_BITTEN) || !CAN_SEE(ch, vict) || (!IS_NPC(vict) && PRF_FLAGGED(vict, PRF_NOHASSLE)) || VAMPIRE(vict)) continue; else { make_vampire(ch, vict); found = TRUE; } } } void make_vampire(struct char_data *ch, struct char_data *vict) { - if (IS_NPC(vict)) - return; if (FIGHTING(ch) == vict) stop_fighting(ch); if (FIGHTING(vict) == ch) stop_fighting(vict); act("$n viciously sinked $s fangs into $N's neck.", FALSE, ch, 0, vict, TO_NOTVICT); act("You viciously sink your fangs into $N's neck. As you taste the blood you feel a deep hunger satisfied.", FALSE, ch, 0, vict, TO_CHAR); act("$n viciously sinks $s fangs into your neck.", FALSE, ch, 0, vict, TO_VICT); act("As $n slowly draws the life from you, you feel weak and then suddenly you can breath again and you feel stronger and more alive.", FALSE, ch, 0, vict, TO_VICT); act("Your vision is perfect and you now feel a deep hunger.", FALSE, ch, 0, vict, TO_VICT); - SET_BIT(PLR_FLAGS(vict), PLR_VAMPIRE); - if (vict->affected) { - while (vict->affected) - affect_remove(vict, vict->affected); - } + if (!IS_NPC(vict)) { + SET_BIT(PLR_FLAGS(vict), PLR_VAMPIRE); + if (vict->affected) { + while (vict->affected) + affect_remove(vict, vict->affected); + } + } + else { + SET_BIT(MOB_FLAGS(vict), MOB_BITTEN); + GET_ALIGNMENT(vict) = 6666; + } } Open act.movement.c ~~~~~~~~~~~~~~~~~~~ In the "do_simple_move" function: /* Now we know we're allow to go into the room. */ if (GET_LEVEL(ch) < LVL_IMMORT && !IS_NPC(ch)) GET_MOVE(ch) -= need_movement; if (!AFF_FLAGGED(ch, AFF_SNEAK)) { - sprintf(buf2, "$n leaves %s.", dirs[dir]); + sprintf(buf2, "$n%s leaves %s.", (MOBVAMPIRE(ch) ? " (Vampire)" : ""), dirs[dir]); act(buf2, TRUE, ch, 0, 0, TO_ROOM); } was_in = ch->in_room; char_from_room(ch); char_to_room(ch, world[was_in].dir_option[dir]->to_room); - if (!AFF_FLAGGED(ch, AFF_SNEAK)) + if (!AFF_FLAGGED(ch, AFF_SNEAK) && !MOBVAMPIRE(ch)) act("$n has arrived.", TRUE, ch, 0, 0, TO_ROOM); + if (!AFF_FLAGGED(ch, AFF_SNEAK) && MOBVAMPIRE(ch)) + act("$n (Vampire) has arrived.", TRUE, ch, 0, 0, TO_ROOM); OPTIONAL CODE 2. (VAMPIRE LAIRS) This section allows Vampires to convert rooms into their lairs. This is a nice addition, as it creates an atmosphere in the Vampire's room. There are two ROOM_FLAGS here, one is ROOM_VAMPIRE, this should be set on rooms which you don't want converted (i called it VAMPIRE, because the rooms you'll prolly use it on would be the default zone of the Vampire, as you won't like a default description for all it's rooms). ROOM_LAIR should not be set, as it signifies a converted room. Open structs.h ~~~~~~~~~~~~~~ /* Room flags: used in room_data.room_flags */ /* WARNING: In the world files, NEVER set the bits marked "R" ("Reserved") */ #define ROOM_DARK (1 << 0) /* Dark */ #define ROOM_DEATH (1 << 1) /* Death trap */ #define ROOM_NOMOB (1 << 2) /* MOBs not allowed */ #define ROOM_INDOORS (1 << 3) /* Indoors */ #define ROOM_PEACEFUL (1 << 4) /* Violence not allowed */ #define ROOM_SOUNDPROOF (1 << 5) /* Shouts, gossip blocked */ #define ROOM_NOTRACK (1 << 6) /* Track won't go through */ #define ROOM_NOMAGIC (1 << 7) /* Magic not allowed */ #define ROOM_TUNNEL (1 << 8) /* room for only 1 pers */ #define ROOM_PRIVATE (1 << 9) /* Can't teleport in */ #define ROOM_GODROOM (1 << 10) /* LVL_GOD+ only allowed */ #define ROOM_HEAL (1 << 11) #define ROOM_DAMAGE (1 << 12) #define ROOM_SHIP (1 << 13) #define ROOM_HOUSE (1 << 14) /* (R) Room is a house */ #define ROOM_HOUSE_CRASH (1 << 15) /* (R) House needs saving */ #define ROOM_ATRIUM (1 << 16) /* (R) The door to a house */ #define ROOM_OLC (1 << 17) /* (R) Modifyable/!compress */ #define ROOM_BFS_MARK (1 << 18) /* (R) breath-first srch mrk */ +#define ROOM_VAMPIRE (1 << 19) +#define ROOM_LAIR (1 << 20) Open constants.c ~~~~~~~~~~~~~~~~ /* ROOM_x */ const char *room_bits[] = { "DARK", "DEATH", "!MOB", "INDOORS", "PEACEFUL", "SOUNDPROOF", "!TRACK", "!MAGIC", "TUNNEL", "PRIVATE", "GODROOM", "HEALING", "DAMAGE", "SHIP", "HOUSE", "HCRSH", "ATRIUM", "OLC", "BFS MARK", + "VAMPIRE", + "LAIR", "\n" }; Open oasis.h/olc.h (depending on OLC version) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -#define NUM_ROOM_FLAGS 19 +#define NUM_ROOM_FLAGS 21 #define NUM_ROOM_SECTORS 10 #define NUM_MOB_FLAGS 20 #define NUM_AFF_FLAGS 22 Open utils.h ~~~~~~~~~~~~ #define GET_ALIASES(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->aliases)) #define GET_LAST_TELL(ch) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->last_tell)) #define VAMPIRE(ch) (!IS_NPC(ch) && PLR_FLAGGED(ch, PLR_VAMPIRE)) #define MOBVAMPIRE(ch) (IS_NPC(ch) && MOB_FLAGGED(ch, MOB_BITTEN)) +#define LAIRROOM(room) (ROOM_FLAGGED(room, ROOM_LAIR)) +#define VAMPROOM(room) (ROOM_FLAGGED(room, ROOM_VAMPIRE)) #define GET_SKILL(ch, i) CHECK_PLAYER_SPECIAL((ch), ((ch)->player_specials->saved.skills[i])) #define SET_SKILL(ch, i, pct) do { CHECK_PLAYER_SPECIAL((ch), (ch)->player_specials->saved.skills[i]) = pct; } while(0) Open act.informative.c ~~~~~~~~~~~~~~~~~~~~~~ In the "ACMD(do_exits)" function: for (door = 0; door < NUM_OF_DIRS; door++) if (EXIT(ch, door) && EXIT(ch, door)->to_room != NOWHERE) { if (GET_LEVEL(ch) >= LVL_IMMORT) { - sprintf(buf2, "%-5s - [%5d] %s", dirs[door], - GET_ROOM_VNUM(EXIT(ch, door)->to_room), - world[EXIT(ch, door)->to_room].name); + sprintf(buf2, "%-5s - [%5d] %s%s", dirs[door], + GET_ROOM_VNUM(EXIT(ch, door)->to_room), + (LAIRROOM(EXIT(ch, door)->to_room) ? "Vampire Lair: " : ""), + world[EXIT(ch, door)->to_room].name); strcat(buf2, "\r\n"); } else { if (!EXIT_FLAGGED(EXIT(ch, door), EX_CLOSED)) { sprintf(buf2, "%-5s - ", dirs[door]); if (IS_DARK(EXIT(ch, door)->to_room) && !CAN_SEE_IN_DARK(ch)) strcat(buf2, "Too dark to tell\r\n"); else { + if (LAIRROOM(EXIT(ch, door)->to_room)) + strcat(buf2, "Vampire Lair: "); strcat(buf2, world[EXIT(ch, door)->to_room].name); strcat(buf2, "\r\n"); } } } strcat(buf, CAP(buf2)); } In the "look_at_room" function: send_to_char(CCCYN(ch, C_NRM), ch); if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_ROOMFLAGS)) { sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf); - sprintf(buf2, "[%5d] %s [ %s]", GET_ROOM_VNUM(IN_ROOM(ch)), + sprintf(buf2, "[%5d] %s%s [ %s]", (LAIRROOM(ch->in_room) ? "Vampire Lair: " : ""), GET_ROOM_VNUM(IN_ROOM(ch)), world[ch->in_room].name, buf); send_to_char(buf2, ch); - } else + } else { + if (LAIRROOM(ch->in_room)) + send_to_char("Vampire Lair: ", ch); send_to_char(world[ch->in_room].name, ch); + } send_to_char(CCNRM(ch, C_NRM), ch); send_to_char("\r\n", ch); - if ((!IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_BRIEF)) || ignore_brief || - ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) + if (((!IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_BRIEF)) || ignore_brief || + ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) && !LAIRROOM(ch->in_room)) send_to_char(world[ch->in_room].description, ch); + if (LAIRROOM(ch->in_room)) { + send_to_char("This room is now a lair for those creatures of the night,\r\n" + "known as Vampires. The room is very dark, you see corpses\r\n" + "everywhere, but no blood. Limbs were seperated from body in\r\n" + "an effort to drain every last drop. You better keep an eye\r\n" + "out for an Vampire around, they are swift killers. Some of\r\n" + "the corpses move, they are turning into vampires and will\r\n" + "soon wake up to a great hunger, which you can satisfy.\r\n", ch); + } Open mobact.c ~~~~~~~~~~~~~ In the "vampire_activity(void)" function: if (IS_NPC(ch) && !MOB_FLAGGED(ch, MOB_VAMPIRE | MOB_BITTEN)) continue; if (!IS_NPC(ch) && !PLR_FLAGGED(ch, PLR_VAMPIRE)) continue; + if (!LAIRROOM(ch->in_room) && !VAMPROOM(ch->in_room) && (SECT(ch->in_room) == SECT_INSIDE)) + SET_BIT(ROOM_FLAGS(ch->in_room), ROOM_LAIR); OPTIONAL CODE 3. (PEST CONTROL) This code will give Greater Gods a command which can clear rooms of vampires and return them to normal along with the room, the same command can be used to clear the whole world also. This code also makes an alteration to "show zones" so you can see which zones are infested, if you have a rlist command you should change that too so Immortals can see how much of a zone is infested. I've included code here to wipe vampire changes every hour. Also with this you can disable biting and disable the hourly wipe two from within the MUD. Open act.wizard.c ~~~~~~~~~~~~~~~~~ ACMD(do_force); ACMD(do_wiznet); ACMD(do_zreset); ACMD(do_wizutil); void print_zone_to_buf(char *bufptr, zone_rnum zone); ACMD(do_show); ACMD(do_set); +void vamplight(void); +ACMD(do_vamplight); In the "print_zone_to_buf(char *bufptr, zone_rnum zone)" function: void print_zone_to_buf(char *bufptr, zone_rnum zone) { + extern struct room_data *world; + extern room_rnum top_of_world; + int first, last, nr, vampire = FALSE; + + + first = (zone_table[zone].number * 100); + last = ((zone_table[zone].number * 100) + 99); + + for (nr = 0; nr <= top_of_world && (world[nr].number <= last); nr++) + if (world[nr].number >= first) + if (LAIRROOM(nr)) + vampire = TRUE; + - sprintf(bufptr, "%s%3d %-30.30s Age: %3d; Reset: %3d (%1d); Top: %5d\r\n", - bufptr, zone_table[zone].number, zone_table[zone].name, + sprintf(bufptr, "%s%s%3d %-30.30s Age: %3d; Reset: %3d (%1d); Top: %5d\r\n"KNRM, + bufptr, (vampire ? KYEL : ""), zone_table[zone].number, zone_table[zone].name, zone_table[zone].age, zone_table[zone].lifespan, zone_table[zone].reset_mode, zone_table[zone].top); } At the end of the file: +void vamplight(void) +{ + struct char_data *vict; + int i = 0; + + for (i = 0; i <= top_of_world; i++) { + for (vict = world[i].people; vict; vict = vict->next_in_room) { + if (VAMPIRE(vict)) + REMOVE_BIT(PLR_FLAGS(vict), PLR_VAMPIRE); + else if (MOBVAMPIRE(vict)) + REMOVE_BIT(MOB_FLAGS(vict), MOB_BITTEN); + } + if (LAIRROOM(i)) + REMOVE_BIT(ROOM_FLAGS(i), ROOM_LAIR); + } + send_to_all("A Surge of Light comes from the hand of a God and the world is restored.\r\n"); + return; +} + +ACMD(do_vamplight) +{ + struct char_data *vict; + int i = 0; + + one_argument(argument, buf); + + if (!*buf) { + for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room) { + if (VAMPIRE(vict)) + REMOVE_BIT(PLR_FLAGS(vict), PLR_VAMPIRE); + else if (MOBVAMPIRE(vict)) + REMOVE_BIT(MOB_FLAGS(vict), MOB_BITTEN); + } + if (LAIRROOM(ch->in_room)) + REMOVE_BIT(ROOM_FLAGS(ch->in_room), ROOM_LAIR); + send_to_room("A Surge of Light comes from the hand of a God and the room is restored.\r\n", ch->in_room); + } + else { + vamplight(); + } +} Open config.c ~~~~~~~~~~~~~ At the end of the file: +/****************************************************************************/ +/****************************************************************************/ + + +/* VAMPIRE OPTIONS */ + + +/* + * Set this to 1 if you want vampires to bite others and spread. + * NOTE: This can be changed in game. + */ +int vampire_biting = 1; + +/* + * Set this to 1 if you want vampires to automatically be wiped hourly. + * NOTE: This can be changed in game. + */ +int auto_vamplight = 1; Open act.other.c ~~~~~~~~~~~~~~~~ /* extern variables */ extern struct room_data *world; extern struct descriptor_data *descriptor_list; extern struct spell_info_type spell_info[]; extern struct index_data *mob_index; extern char *class_abbrevs[]; extern const char *pc_class_types[]; extern const char *class_menu; extern int free_rent; extern int pt_allowed; extern int max_filesize; extern int nameserver_is_slow; extern int auto_save; extern int track_through_doors; +extern int vampire_biting; +extern int auto_vamplight; In the "ACMD(do_gen_tog)" Function: {"Nameserver_is_slow changed to NO; IP addresses will now be resolved.\r\n", "Nameserver_is_slow changed to YES; sitenames will no longer be resolved.\r\n"}, {"Autoexits disabled.\r\n", "Autoexits enabled.\r\n"}, {"Will no longer track through doors.\r\n", - "Will now track through doors.\r\n"} + "Will now track through doors.\r\n"}, + {"Vampires will no longer bite.\r\n", + "Vampires will now bite.\r\n"}, + {"Vampires will not be wiped hourly.\r\n", + "Vampires will be wiped hourly.\r\n"} }; Further down: case SCMD_AUTOEXIT: result = PRF_TOG_CHK(ch, PRF_AUTOEXIT); break; case SCMD_TRACK: result = (track_through_doors = !track_through_doors); break; + case SCMD_VAMPIRE_BITING: + result = (vampire_biting = !vampire_biting); + break; + case SCMD_AUTO_VAMPLIGHT: + result = (auto_vamplight = !auto_vamplight); + break; Open interpreter.c ~~~~~~~~~~~~~~~~~~ ACMD(do_ungroup); ACMD(do_use); ACMD(do_users); +ACMD(do_vamplight); ACMD(do_visible); Further down: { "applaud" , POS_RESTING , do_action , 0, 0 }, { "assist" , POS_FIGHTING, do_assist , 1, 0 }, { "ask" , POS_RESTING , do_spec_comm, 0, SCMD_ASK }, { "auction" , POS_SLEEPING, do_gen_comm , 0, SCMD_AUCTION } + { "autovamp" , POS_DEAD , do_gen_tog , LVL_IMPL, SCMD_AUTO_VAMPLIGHT }, Further down: { "value" , POS_STANDING, do_not_here , 0, 0 }, + { "vampbite" , POS_DEAD , do_gen_tog , LVL_IMPL, SCMD_VAMPIRE_BITING }, + { "vamplight", POS_STANDING, do_vamplight, LVL_GRGOD, 0 }, { "version" , POS_DEAD , do_gen_ps , 0, SCMD_VERSION }, { "vnum" , POS_DEAD , do_vnum , LVL_IMMORT, 0 }, { "vstat" , POS_DEAD , do_vstat , LVL_IMMORT, 0 }, Open interpreter.h ~~~~~~~~~~~~~~~~~~ /* do_gen_tog */ #define SCMD_NOSUMMON 0 #define SCMD_NOHASSLE 1 #define SCMD_BRIEF 2 #define SCMD_COMPACT 3 #define SCMD_NOTELL 4 #define SCMD_NOAUCTION 5 #define SCMD_DEAF 6 #define SCMD_NOGOSSIP 7 #define SCMD_NOGRATZ 8 #define SCMD_NOWIZ 9 #define SCMD_QUEST 10 #define SCMD_ROOMFLAGS 11 #define SCMD_NOREPEAT 12 #define SCMD_HOLYLIGHT 13 #define SCMD_SLOWNS 14 #define SCMD_AUTOEXIT 15 #define SCMD_TRACK 16 +#define SCMD_VAMPIRE_BITING 17 +#define SCMD_AUTO_VAMPLIGHT 18 Open comm.c ~~~~~~~~~~~ extern int MAX_PLAYERS; extern int nameserver_is_slow; /* see config.c */ extern int auto_save; /* see config.c */ extern int autosave_time; /* see config.c */ +extern int vampire_biting; +extern int auto_vamplight; Further down: /* extern fcnts */ void reboot_wizlists(void); void boot_world(void); void affect_update(void); /* In spells.c */ void mobile_activity(void); void vampire_activity(void); void perform_violence(void); void show_string(struct descriptor_data *d, char *input); int isbanned(char *hostname); void weather_and_time(int mode); +void vamplight(void); In the "heartbeat(int pulse)" function: - if (!(pulse % (PULSE_MOBILE * 2))) + if (!(pulse % (PULSE_MOBILE * 2)) && vampire_biting) vampire_activity(); + + if (!(pulse % (3600 * PASSES_PER_SEC)) && auto_vamplight) + vamplight(); Thats it's. To make changes to the commands that Vampires can use, just change the: vampire_cmds[] in constants.c, just add the name of the command. If you wanted to you could make this a lot more detailed, e.g. Vampires can't eat food but must suck blood from corpses to survive. To make a Vampire, just set VAMPIRE to a mob and if you installed the second optional code set VAMPIRE to all the rooms in it's default area. The rest of the code works from there, there are 3 new commands if you installed optional code three. "vamplight" which cleans the room you're in, type "vamplight all" to clear the entire world. Type "autovamp" to toggle automatic clearing of the world hourly. Type "vampbite" to toggle the entire code, if vamplight is off biting stops, but those already bitten will continue to be vampires, just won't bite anyone. In "show zones" you'll see infested zone in the color yellow. This was tested on my altered Circle3bpl17 ************************************************************************* If you use this code please email me and let me know. I'd appreciated it. Subliminal m_gally@hotmail.com Head Coder/Implementor of "STFMUD: The Second Coming". http://www.stfmud.com/ (you can find my other snippets there) *************************************************************************