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Question Anyone feel like updating this skill to tba

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23 Aug 2018 21:59 #8188 by JTP
Looks alittle like tbamud code. But not quite. If anyone feel up to the Challenge, plus make a tbamud snippet and repost.
Code:
void do_carve( struct char_data *ch, char *argument, int cmd) { char arg1[MAX_STRING_LENGTH]; char arg2[MAX_STRING_LENGTH]; char buffer[MAX_STRING_LENGTH]; struct obj_data *corpse; struct obj_data *food; int i,r_num; struct affected_type af; if (!ch->skills) return; if (IS_PC(ch) || IS_SET(ch->specials.act,ACT_POLYSELF)) if (!HasClass(ch,CLASS_RANGER)) { send_to_char ("Hum, you wonder how you would do this...\n\r",ch); return; } if (!ch->skills[SKILL_RATION].learned) { send_to_char ("Best leave the carving to the skilled.\n\r",ch); return; } half_chop(argument,arg1,arg2); corpse=get_obj_in_list_vis(ch,arg1,(real_roomp(ch->in_room)->contents)); if(!corpse) { send_to_char("That's not here.\n\r",ch); return; } if (!IS_CORPSE(corpse)) { send_to_char("You can't carve that!\n\r",ch); return; } if(corpse->obj_flags.weight<70) { send_to_char("There is no good meat left on it.\n\r",ch); return; } if ((GET_MANA(ch) < 10) && GetMaxLevel(ch) < LOW_IMMORTAL) { send_to_char ("You don't have the concentration to do this.\n\r",ch); return; } if (ch->skills[SKILL_RATION].learned < dice (1,101)) { send_to_char ("You can't seem to locate the choicest parts of the corpse.\n\r",ch); GET_MANA(ch) -= 5; LearnFromMistake(ch, SKILL_RATION, 0, 95); WAIT_STATE(ch, PULSE_VIOLENCE*3); return; } act("$n carves up the $p and creates a healthy ration.",FALSE,ch,corpse,0,TO_ROOM); send_to_char("You carve up a fat ration.\n\r",ch); if ((r_num = real_object(FOUND_FOOD)) >= 0) { food = read_object(r_num, REAL); food->name= (char *)strdup("ration slice filet food"); sprintf(buffer,"a Ration%s",corpse->short_description+10); food->short_description= (char *)strdup(buffer); food->action_description= (char *)strdup(buffer); sprintf(arg2,"%s is lying on the ground.",buffer); food->description= (char *)strdup(arg2); corpse->obj_flags.weight=corpse->obj_flags.weight-50; i=number(1,6); if(i==6) food->obj_flags.value[3]=1; obj_to_room(food,ch->in_room); WAIT_STATE(ch, PULSE_VIOLENCE*3); } /* we got the numerb of the item... */ }

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24 Aug 2018 15:23 #8192 by WhiskyTest
I haven't tested this, but it should be pretty close to workable...
Code:
/* Creates and returns a new food object*/ struct obj_data *create_rations() { struct obj_data *obj; struct extra_descr_data *new_descr; char buf[200]; int y; obj = create_obj(); CREATE(new_descr, struct extra_descr_data, 1); /* Describe the rations */ obj->name = strdup("rations food hearty"); obj->short_description = strdup("a hearty ration"); obj->description = strdup("A hearty ration has been left here."); new_descr->keyword = strdup("rations food hearty"); new_descr->description = strdup("It looks fit to eat, a hearty meal indeed!"); new_descr->next = NULL; obj->ex_description = new_descr; /* Set object type and wear flags */ GET_OBJ_TYPE(obj) = ITEM_FOOD; for(y = 0; y < TW_ARRAY_MAX; y++) obj->obj_flags.wear_flags[y] = 0; SET_BIT_AR(GET_OBJ_WEAR(obj), ITEM_WEAR_TAKE); /* Hours to fill tummy */ GET_OBJ_VAL(obj, 0) = 5; /* Cost */ GET_OBJ_COST(obj) = 1; obj->item_number = NOTHING; return (obj); } ACMD(do_carve) { char arg1[MAX_STRING_LENGTH]; struct obj_data *corpse, *food, *contents, *next_thing; int skill; if (IS_NPC(ch)) return; skill = 80; // Change this to skill = GET_SKILL(ch, <desired skill>) one_argument(argument, arg); if(!*arg1) { send_to_char(ch, "You set about carving a name for yourself in the annals of histroy.\r\n"); return; } corpse = get_obj_in_list_vis(ch, arg1, NULL, world[IN_ROOM(ch)].contents))); if(!corpse) { send_to_char(ch, "That's not here.\n\r"); return; } if (!IS_CORPSE(corpse)) { send_to_char(ch, "You can't carve that!\n\r"); return; } /* Not enough moves! */ if ((GET_MOVE(ch) < 10) && !PRF_FLAGGED(ch, PRF_NOHASSLE)) { send_to_char (ch, "You don't have the concentration to do this.\n\r"); return; } /* Skill failed! */ if (dice (1,101) > skill ) { send_to_char (ch, "You can't seem to locate the choicest parts of the corpse.\n\r"); GET_MOVE(ch) -= 5; WAIT_STATE(ch, PULSE_VIOLENCE*3); return; } /* Skill succeeded! */ act("$n carves up the $p and creates a hearty ration.",FALSE,ch,corpse,0,TO_ROOM); send_to_char(ch, "You carve up a hearty ration.\n\r"); /* Deduct the cost of the skill */ if (!PRF_FLAGGED(ch, PRF_NOHASSLE)) GET_MOVE(ch) -= 10; /* Some error checking in case food doesn't get created */ if (!(food = create_rations())) { log("SYSERR: create_rations returns NULL object"); send_to_char(ch, "Oh no, a wild coder just stole your rations!\r\n"); return; } obj_to_char(food, ch); /* Destroy the corpse */ for (contents = corpse->contains; contents; contents = next_thing) { next_thing = contents->next_content; /* Next in inventory */ obj_from_obj(contents); obj_to_room(contents, IN_ROOM(corpse)); } extract_obj(corpse); WAIT_STATE(ch, PULSE_VIOLENCE*3); }

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