From: Mike Carpenter 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)