Akira,
Youre actually talking about a large modification, first Id start in mud.h find the following code:
typedef enum
{
AFF_BLIND, AFF_INVISIBLE, AFF_DETECT_EVIL, AFF_DETECT_INVIS,
AFF_DETECT_MAGIC, AFF_DETECT_HIDDEN, AFF_HOLD, AFF_SANCTUARY,
AFF_FAERIE_FIRE, AFF_INFRARED, AFF_CURSE, AFF_FLAMING, AFF_POISON,
AFF_PROTECT, AFF_PARALYSIS, AFF_SNEAK, AFF_HIDE, AFF_SLEEP, AFF_CHARM,
AFF_FLYING, AFF_PASS_DOOR, AFF_FLOATING, AFF_TRUESIGHT, AFF_DETECTTRAPS,
AFF_SCRYING, AFF_FIRESHIELD, AFF_SHOCKSHIELD, AFF_HAUS1, AFF_ICESHIELD,
AFF_POSSESS, AFF_BERSERK, AFF_AQUA_BREATH, AFF_RECURRINGSPELL,
AFF_CONTAGIOUS, AFF_ACIDMIST, AFF_VENOMSHIELD, MAX_AFFECTED_BY
} affected_by_types;
Then add the affect that you would like to the list. If you arnt comfortable with bitvectors, Id just reccomend replacing something. If you do, make sure you comment out all lines relavant to the replaced affect. Anyways... then you have to assign an ascii name to the bitvector in handler.c (much easier if yer just replacing an existing one) Then you need to create the spell in magic.c. If yer using an existing spell, under the af.duration add a simmilar statement as the following:
af.bitvector = meb(AFF_BLIND);
affect_to_char( victim, &af );
Using the appropraite affect in place of AFF_BLIND.
Hope this helps, you got your work cut out fer ya.
If you need any other help... just get specific, and ill try to help you out.
-Kelsid
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