Murk++ own and opponent's worsening health messages during fights

character.hpp 70:
  sh_int combat_health_message;
  sh_int prior_combat_health_message;

character.cpp 68:
  combat_health_message(0), prior_combat_health_message(0),

murk.cpp 4042 tack onto the end of dam_message before the final return:

  if (victim->combat_health_message != victim->prior_combat_health_message)
  {
    if IS_SET (ch->actflags, PLR_COMBAT_HEALTH_MSGS)
    {
      switch (victim->combat_health_message)
      {
        case 9:
        ch->act ("$N is slightly scratched.", NULL, victim, TO_CHAR);
        break;
        case 8:
        ch->act ("$N has a few bruises.", NULL, victim, TO_CHAR);
        break;
        case 7:
        ch->act ("$N has some cuts.", NULL, victim, TO_CHAR);
        break;
        case 6:
        ch->act ("$N has several wounds.", NULL, victim, TO_CHAR);
        break;
        case 5:
        ch->act ("$N has many nasty wounds.", NULL, victim, TO_CHAR);
        break;
        case 4:
        ch->act ("$N is bleeding freely.", NULL, victim, TO_CHAR);
        break;
        case 3:
        ch->act ("$N is covered in blood.", NULL, victim, TO_CHAR);
        break;
        case 2:
        ch->act ("$N is leaking guts.", NULL, victim, TO_CHAR);
        break;
        case 1:
        ch->act ("$N is almost dead.", NULL, victim, TO_CHAR);
        break;
        default:
        if (victim->hit > 0)
        {
          ch->act ("$N is DYING.", NULL, victim, TO_CHAR);
        }
        break;
      }
    }

    if IS_SET (victim->actflags, PLR_COMBAT_HEALTH_MSGS)
    {
      switch (victim->combat_health_message)
      {
        case 9:
        victim->send_to_char ("You are slightly scratched.\r\n");
        break;
        case 8:
        victim->send_to_char ("You have a few bruises.\r\n");
        break;
        case 7:
        victim->send_to_char ("You have some cuts.\r\n");
        break;
        case 6:
        victim->send_to_char ("You have several wounds.\r\n");
        break;
        case 5:
        victim->send_to_char ("You have many nasty wounds.\r\n");
        break;
        case 4:
        victim->send_to_char ("You are bleeding freely.\r\n");
        break;
        case 3:
        victim->send_to_char ("You are covered in blood.\r\n");
        break;
        case 2:
        victim->send_to_char ("You are leaking guts.\r\n");
        break;
        case 1:
        victim->send_to_char ("You are almost dead.\r\n");
        break;
        default:
        if (victim->hit > 0)
        {
          victim->send_to_char ("You are DYING.\r\n");
        }
        break;
      }
    }
  }
//  return; // dam_message final return
//} // dam_message closing brace

murk.cpp 4230-4231:
[delete blank line] 
[delete] dam_message (ch, victim, dam, dt);

murk.cpp 4236:
  victim->prior_combat_health_message = 10 * victim->hit/victim->max_hit;
  victim->hit -= dam;
  victim->combat_health_message = 10 * victim->hit/victim->max_hit;
  dam_message (ch, victim, dam, dt); // show damage after it occurs


Now for the toggle in the player config menu:

cmd_list.hpp 185:
COMMAND (combat_health_messages)

commands.cpp end:
void Character::combat_health_messages (std::string argument)
{
  (IS_SET (actflags, PLR_COMBAT_HEALTH_MSGS)
    ? do_config ("-healthmsg")
    : do_config ("+healthmsg"));
}

murk.cpp 365:
  {"healthmsg", &Character::combat_health_messages, POS_DEAD, 0},

commands.cpp 2724:
    send_to_char (IS_SET (actflags, PLR_COMBAT_HEALTH_MSGS)
      ? "[+HEALTHMSG] You receive combat health messages.\r\n"
      : "[-healthmsg] You don't receive combat health messages.\r\n");

commands.cpp 2757:
    else if (!str_cmp (arg.substr(1), "healthmsg"))
      bit = PLR_COMBAT_HEALTH_MSGS;