Though effective, some patches cause what I call the "vines" or "weeds" effect, for example by wrapping something like this around the moment of damage in fight.c:
Code:
/* store victim's health message before damage */
int health_index;
health_index = 5 * GET_HIT(victim)/GET_MAX_HIT(victim);
prior_melee_health_message = health_index >= 5 ?
0 : MIN(5, 5 - health_index);
/* subtract the hit points */
GET_HIT(victim) -= dam;
/* store victim's health message after damage */
health_index = 5 * GET_HIT(victim)/GET_MAX_HIT(victim));
melee_health_message = health_index > 4 ?
1 : MIN(5, 5 - health_index);
Because the feature is a perk, it's probably not worth updating every mobile's health message every moment or so, so maybe modding like this is good enough. However for it to be at the release standard, it's hard for beginners to know how much deeper it needs to be implemented. I'm still at the skill level where my goal is to minimize the CPU and memory impact of a patch. There's satisfaction in making patches that are a kind of shell game that always work, yet I'd rather have written an entire text MUD and will probably soon step away from mods. My next mod in mind is "sleep goto" without telling characters about it, or, when your character sleeps, your dreaming character wakes up where he/she/it left off dreaming. Slapping all these mods into a MUD sounds like what a custom MUD is for. I'm more interested in coding for releases. Glad to be an active member and I hate to admit it: sometimes others take an idea further. I'll continue learning and anticipate someday no longer feeling like I'm playing a lottery instead of knowing I'm mastering an idea in a programming language.