Here's a tighter form of the same mod at the end of fight.c dam_message that should work:
Code:
/* if "a PC ch or victim" wants to see combat health msgs
and the victim's health has changed */
if ((!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_COMBAT_HEALTH_MSGS)
|| !IS_NPC(victim) && PRF_FLAGGED(victim, PRF_COMBAT_HEALTH_MSGS))
&& victim->combat_health_message != victim->prior_combat_health_message)
{
struct {
char *self, *other, *text;
} diagnosis[] = {
{ "", "", "" },
{ "have", "has", "a few scratches." },
{ "have", "has", "some small wounds and bruises." },
{ "have", "has", "quite a few wounds." },
{ "have", "has", "some big nasty wounds and scratches." },
{ "are", "looks", "pretty hurt." },
{ "are", "is", "in awful condition." },
{ "", "", "" },
};
/* if victim wants to see */
if (!IS_NPC(victim) && PRF_FLAGGED(victim, PRF_COMBAT_HEALTH_MSGS))
send_to_char(victim, "You %s %s\r\n",
diagnosis[victim->combat_health_message].self,
diagnosis[victim->combat_health_message].text);
/* if ch (inflictor) wants to see */
if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_COMBAT_HEALTH_MSGS))
send_to_char(ch, "%s %s %s\r\n", GET_NAME(victim),
diagnosis[victim->combat_health_message].other,
diagnosis[victim->combat_health_message].text);
/* to do: Technically any PC fighting the victim and wanting to
see the victim's worsening reports should. A combat awareness
skill could allow a player to see worsening reports of all
combatants in the room. */
}
} // dam_message end brace
The original post is 3.62. File copyover into 3.63 generates errors, so manually follow the 3.62 mod log and it should work as well in 3.63 as 3.62. Not compile checked. Feel free to code.