/* ******************************************************************** This is the find familiar skill. April 4 1998 by Gothar This skill allows your players to have a companion like those loveable pets in the pet shops. Email me if you use it. Leave this header to say Gothar had a great idea there. gothar@magma.ca mcco0055@algonquinc.on.ca * ******************************************************************** */ /* 1. Add the entry in the interp.c and .h 2. Add to merc.h: #define MOB_VNUM_FAMILIAR 1 Here it is the 1st mob in limbo.are 3. Add the follow entry in limbo.are: #MOBILES #1 familiar~ (no short description)~ (no long description) ~ ~ human~ A 0 0 0 0 0 0d0+0 0d0+0 5d7+5 pound 0 0 0 0 0 0 0 0 stand stand none 0 0 0 medium unknown F for AHMV F par ABCDEFGHIJK #0 4. In const.c insert into the skill table { "find familiar", { 15, 42, 0, 40 }, {3, 5, 0, 8 }, spell_null, TAR_IGNORE, POS_RESTING, &gsn_familiar, SLOT(0), 0, 0, "", "!Find Familiar", "" } 5. Increment MAX_SKILL by 1 in merc.h 6. In merc.h add: extern sh_int &gsn_familiar; 7. In db.c add: sh_int &gsn_familiar; 8. Add to the groups of your choice. */ /* command procedures needed */ DECLARE_DO_FUN(do_sit ); DECLARE_DO_FUN(do_stand ); void familiar (CHAR_DATA *ch, char *argument) { MOB_INDEX_DATA *pMobIndex; CHAR_DATA *mount; int i, chance; if ( chance = get_skill(ch,gsn_familiar)) == 0 || (!IS_NPC(ch) && ch->level < skill_table[gsn_familiar].skill_level[ch->clas]) { send_to_char("You don't know where to start.\n\r",ch); return; } if ( ch->pet != NULL ) { send_to_char("You already a companion.\n\r",ch); return; } if(ch->position == POS_FIGHTING) { send_to_char("You can't study the ritual while in combat!\n\r",ch); return; } if ( ( pMobIndex = get_mob_index(MOB_VNUM_FAMILIAR) ) == NULL ) { send_to_char( "The familiar mob doesn't exist.\n\r", ch ); return; } /* can't cast the spell in these sectors */ if(ch->in_room->sector_type == SECT_INSIDE || ch->in_room->sector_type == SECT_WATER_SWIM || ch->in_room->sector_type == SECT_WATER_NOSWIM || ch->in_room->sector_type == SECT_AIR ) { send_to_char("You are feeling too sick to concentrate.\n\r",ch); return; } mount = create_mobile( pMobIndex ); mount->level = number_fuzzy(ch->level / 2); mount->mana = mount->max_mana = 0; mount->hit = mount->max_hit = number_fuzzy(ch->max_hit / 2); for(i = 0; i < 4; i++) mount->armor[i] = number_fuzzy(ch->armor[i] - 10); mount->hitroll = number_fuzzy(ch->level / 30); mount->damroll = number_fuzzy(ch->level / 30); /* free up the old mob names */ free_string(mount->description); free_string(mount->name); free_string(mount->short_descr); free_string(mount->long_descr); /* terrain */ switch(ch->in_room->sector_type) { case(SECT_CITY): /* rat */ case(SECT_FIELD): mount->description = str_dup("You see a large furry rat. Long whiskers hang down from it's nose.\n\r" "You can feel the dirt and disease crawling off this beast.\n\r"); mount->short_descr = str_dup("large rat"); mount->long_descr = str_dup("A large furry rodent is here.\n\r"); mount->name = str_dup("familiar rat"); mount->dam_type = 22; /* scratch */ break; case(SECT_FOREST): /* falcon */ case(SECT_HILLS): mount->description = str_dup("You see a large falcon. Golden brown feathers frame powerful\n\r" "wings. Long talons grasp at nothingness in vain attempts at\n\r" "getting some rabbit or rodent for dinner.\n\r"); mount->short_descr = str_dup("large falcon"); mount->long_descr = str_dup("A large falcon screams here.\n\r"); mount->name = str_dup("familiar falcon"); mount->dam_type = 5; /* claw */ break; case(SECT_MOUNTAIN): /* mountain lion */ mount->description = str_dup("You see a very large mountain lion. One wrong look and it could\n\r" "have your head lying at your feet. You should think better than\n\r" "cross this beast especial if you have a weapon in your hand.\n\r"); mount->short_descr = str_dup("large mountain lion"); mount->long_descr = str_dup("A large mountain lion claws the ground here.\n\r"); mount->name = str_dup("familiar mountain lion"); mount->dam_type = 10; /* bite */ break; case(SECT_DESERT): /* sandworm */ mount->description = str_dup("You see a large white sandworm wiggling in the light.\n\r" "A red spot on one end makes you guess it is a mouth.\n\r" "A loud moan comes from the direction of that red spot.\n\r"); mount->short_descr = str_dup("sandworm"); mount->long_descr = str_dup("A white sandworm wiggles on the ground here.\n\r"); mount->name = str_dup("familiar sandworm"); mount->dam_type = 12; /* suction */ break; } /* player seen stuff here */ do_sit(ch,""); char_to_room( mount, ch->in_room ); act( "You begin to chant and call to a $N!.",ch,NULL,mount,TO_CHAR); act( "$n begins to chant and calls to a $N!", ch, NULL, mount, TO_ROOM ); WAIT_STATE(ch, 2 * PULSE_MOBILE); add_follower( mount, ch ); mount->leader = ch; ch->pet = mount; do_stand(ch,""); SET_BIT(mount->act, ACT_PET); SET_BIT(mount->affected_by, AFF_CHARM); ch->move -= (mount->level / 2); /* physically draining lose of move */ check_improve(ch,gsn_familiar,TRUE,6); return; }