/* ********************************************************************
This is the find familiar skill.
April 4 1998 by Gothar
This skill allows your players to
have a companion like those loveable
pets in the pet shops.
Email me if you use it. Leave this header
to say Gothar had a great idea there.
gothar@magma.ca
mcco0055@algonquinc.on.ca
* ******************************************************************** */
/*
1. Add the entry in the interp.c and .h
2. Add to merc.h:
#define MOB_VNUM_FAMILIAR 1
Here it is the 1st mob in limbo.are
3. Add the follow entry in limbo.are:
#MOBILES
#1
familiar~
(no short description)~
(no long description)
~
~
human~
A 0 0 0
0 0 0d0+0 0d0+0 5d7+5 pound
0 0 0 0
0 0 0 0
stand stand none 0
0 0 medium unknown
F for AHMV
F par ABCDEFGHIJK
#0
4. In const.c insert into the skill table
{
"find familiar", { 15, 42, 0, 40 }, {3, 5, 0, 8 },
spell_null, TAR_IGNORE, POS_RESTING,
&gsn_familiar, SLOT(0), 0, 0,
"", "!Find Familiar", ""
}
5. Increment MAX_SKILL by 1 in merc.h
6. In merc.h add:
extern sh_int &gsn_familiar;
7. In db.c add:
sh_int &gsn_familiar;
8. Add to the groups of your choice.
*/
/* command procedures needed */
DECLARE_DO_FUN(do_sit );
DECLARE_DO_FUN(do_stand );
void familiar (CHAR_DATA *ch, char *argument)
{
MOB_INDEX_DATA *pMobIndex;
CHAR_DATA *mount;
int i, chance;
if ( chance = get_skill(ch,gsn_familiar)) == 0
|| (!IS_NPC(ch)
&& ch->level < skill_table[gsn_familiar].skill_level[ch->clas])
{
send_to_char("You don't know where to start.\n\r",ch);
return;
}
if ( ch->pet != NULL )
{
send_to_char("You already a companion.\n\r",ch);
return;
}
if(ch->position == POS_FIGHTING)
{
send_to_char("You can't study the ritual while in combat!\n\r",ch);
return;
}
if ( ( pMobIndex = get_mob_index(MOB_VNUM_FAMILIAR) ) == NULL )
{
send_to_char( "The familiar mob doesn't exist.\n\r", ch );
return;
}
/* can't cast the spell in these sectors */
if(ch->in_room->sector_type == SECT_INSIDE
|| ch->in_room->sector_type == SECT_WATER_SWIM
|| ch->in_room->sector_type == SECT_WATER_NOSWIM
|| ch->in_room->sector_type == SECT_AIR )
{
send_to_char("You are feeling too sick to concentrate.\n\r",ch);
return;
}
mount = create_mobile( pMobIndex );
mount->level = number_fuzzy(ch->level / 2);
mount->mana = mount->max_mana = 0;
mount->hit = mount->max_hit = number_fuzzy(ch->max_hit / 2);
for(i = 0; i < 4; i++)
mount->armor[i] = number_fuzzy(ch->armor[i] - 10);
mount->hitroll = number_fuzzy(ch->level / 30);
mount->damroll = number_fuzzy(ch->level / 30);
/* free up the old mob names */
free_string(mount->description);
free_string(mount->name);
free_string(mount->short_descr);
free_string(mount->long_descr);
/* terrain */
switch(ch->in_room->sector_type)
{
case(SECT_CITY): /* rat */
case(SECT_FIELD):
mount->description =
str_dup("You see a large furry rat. Long whiskers hang down from it's nose.\n\r"
"You can feel the dirt and disease crawling off this beast.\n\r");
mount->short_descr = str_dup("large rat");
mount->long_descr = str_dup("A large furry rodent is here.\n\r");
mount->name = str_dup("familiar rat");
mount->dam_type = 22; /* scratch */
break;
case(SECT_FOREST): /* falcon */
case(SECT_HILLS):
mount->description =
str_dup("You see a large falcon. Golden brown feathers frame powerful\n\r"
"wings. Long talons grasp at nothingness in vain attempts at\n\r"
"getting some rabbit or rodent for dinner.\n\r");
mount->short_descr = str_dup("large falcon");
mount->long_descr = str_dup("A large falcon screams here.\n\r");
mount->name = str_dup("familiar falcon");
mount->dam_type = 5; /* claw */
break;
case(SECT_MOUNTAIN): /* mountain lion */
mount->description =
str_dup("You see a very large mountain lion. One wrong look and it could\n\r"
"have your head lying at your feet. You should think better than\n\r"
"cross this beast especial if you have a weapon in your hand.\n\r");
mount->short_descr = str_dup("large mountain lion");
mount->long_descr = str_dup("A large mountain lion claws the ground here.\n\r");
mount->name = str_dup("familiar mountain lion");
mount->dam_type = 10; /* bite */
break;
case(SECT_DESERT): /* sandworm */
mount->description =
str_dup("You see a large white sandworm wiggling in the light.\n\r"
"A red spot on one end makes you guess it is a mouth.\n\r"
"A loud moan comes from the direction of that red spot.\n\r");
mount->short_descr = str_dup("sandworm");
mount->long_descr = str_dup("A white sandworm wiggles on the ground here.\n\r");
mount->name = str_dup("familiar sandworm");
mount->dam_type = 12; /* suction */
break;
}
/* player seen stuff here */
do_sit(ch,"");
char_to_room( mount, ch->in_room );
act( "You begin to chant and call to a $N!.",ch,NULL,mount,TO_CHAR);
act( "$n begins to chant and calls to a $N!", ch, NULL, mount, TO_ROOM );
WAIT_STATE(ch, 2 * PULSE_MOBILE);
add_follower( mount, ch );
mount->leader = ch;
ch->pet = mount;
do_stand(ch,"");
SET_BIT(mount->act, ACT_PET);
SET_BIT(mount->affected_by, AFF_CHARM);
ch->move -= (mount->level / 2); /* physically draining lose of move */
check_improve(ch,gsn_familiar,TRUE,6);
return;
}