/
Envy20/
Envy20/log/
Envy20/player/
EnvyMud Release 2.0
Monday, 25th December 1995

Kahn		michael@uclink.berkeley.edu
Hatchet		hatchet@uclink.berkeley.edu



Description:
    This file contains a template of what you do when you add a new skill or
spell to EnvyMud (or if you email in a new spell or skill to EnvyMud  :) ).

MERC.H:
----------------------------------------------------------------------
Increase MAX_SKILL by 

Add to declarations:
DECLARE_DO_FUN( do_		);
DECLARE_SPELL_FUN(	spell_			);

Add the following gsn's:
extern  int  gsn_;

Add the following definitions:
#define 		        #######


DB.C:
----------------------------------------------------------------------
Add the following gsn's:
int			gsn_;


CONST.C:
----------------------------------------------------------------------
Add to skill_table:
    {
        "",			{ L_APP, L_APP, L_APP, L_APP, L_APP },
        spell_,			TAR_,			POS_,
        &gsn_,			 0,	12,
        "",                     ""
    },


INTERP.C:
----------------------------------------------------------------------
Add the following to cmd_table[]:
    { "",		do_,		POS_		 0,  LOG_NORMAL },

FIGHT.C:
----------------------------------------------------------------------
Add the following do_ function:
void do_( CHAR_DATA *ch, char *argument )
{
    CHAR_DATA *victim;
    char       arg [ MAX_INPUT_LENGTH ];

    one_argument( argument, arg );

    if ( arg[0] == '\0' )
    {
	send_to_char( );
	return;
    }

    if ( !( victim = get_char_room( ch, arg ) )  )
    {

    }

    return;
}


MAGIC.C:
----------------------------------------------------------------------
Add the following spell_ function:
void spell_( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA   *victim = (CHAR_DATA *) vo;
    AFFECT_DATA  af;

    if ( saves_spell( level, victim ) )
	return;

    af.type      = sn;
    af.duration  = ;
    af.location  = ;
    af.modifier  = ;
    af.bitvector = ;

    affect_to_char( victim, &af );
    
    return;
}


ACT_COMM.C:
----------------------------------------------------------------------
Modify:

ACT_INFO.C:
----------------------------------------------------------------------
Modify:

ACT_MOVE.C:
----------------------------------------------------------------------
Modify:

ACT_OBJ.C:
----------------------------------------------------------------------
Modify:

ACT_WIZ.C:
----------------------------------------------------------------------
Modify:

COMM.C:
----------------------------------------------------------------------
Modify:

HANDLER.C:
----------------------------------------------------------------------
Modify:

SAVE.C:
----------------------------------------------------------------------
Modify:

SPECIAL.C:
----------------------------------------------------------------------
Add to spec_lookup:
    if ( !str_cmp( name, "spec_"                  ) ) return spec_;

Add the following spec_fun:
bool spec_( CHAR_DATA *ch )
{
    CHAR_DATA *victim;
    CHAR_DATA *v_next;
    char      *spell;
    int        sn;

    return TRUE;
}
    
UPDATE.C:
----------------------------------------------------------------------
Modify:


MIDGAARD.ARE:
----------------------------------------------------------------------
Add the following #MOBILES:
Add the following #OBJECTS:
Add the following #ROOMS:
Add the following #RESETS:
Add the following #SHOPS:
Add the following #SPECIALS:


HELP.ARE:
----------------------------------------------------------------------
0 ~

Syntax: 

~