Brian Beffa wrote:
>
> If I want t edit skills like bash and track what file do I look in? I think
> I checked all the files in the src dir, and all i found were some defines. I
> want to put in a new skill for warriors.
>
I hate writing below a quote!!!!!!!
Anyways, I did a search for "bash" to see what files contained that.
I came up with 9 files. I bet, if you copy the same things as bash
and manipulate it to another skill you will be fairly successful.
act.build.c
Something to think about, if you want your mobs to have a defense
against your
new skill:
case 28:
TOGGLE_BIT(MOB_FLAGS(mob), MOB_NOBASH);
break;
act.movement.c
Another thing to think about, will it disable the character/mob?
case POS_SITTING:
send_to_char("You stand up.\r\n", ch);
act("$n clambers to $s feet.", TRUE, ch, 0, 0, TO_ROOM);
/* Will be sitting after a successful bash and may still be
fighting. */
GET_POS(ch) = FIGHTING(ch) ? POS_FIGHTING : POS_STANDING;
break;
act.offensive.c
The bash command:
ACMD(do_bash)
class.c
What class and what levels can use it??
spell_level(SKILL_BASH, CLASS_WARRIOR, 12);
constants.c
const char *action_bits[] = {
<snip>
"!BASH",
interpreter.c
Along with all the other commands:
{ "bash" , "bash" , POS_FIGHTING, do_bash , 1, 0 },
spell_parser.c
skillo(SKILL_BASH, "bash");
spells.h
#define SKILL_BASH 132 /* Reserved Skill[] DO NOT
CHANGE */
structs.h
#define MOB_NOBASH (1 << 16) /* Mob can't be bashed (e.g. trees) */
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