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;