You can do it in do_get, search for ITEM_MONEY. It should have something like:
if ( obj->item_type == ITEM_MONEY)
{
ch->silver += obj->value[0];
ch->gold += obj->value[1];
You might put something like this in next:
if (container && container->item_type == ITEM_CORPSE_NPC)
{
...
}
so it only affects money looted from mob corpses, not money they drop
and pick up or whatever.
Alternatively, you could work it into raw_kill in fight.c, before the
call to make_corpse. In that case, you would pull the money directly
from the mob's CHAR_DATA before it's made into a money object. Then
the mob's gold would be in victim->gold. And there wouldn't be an
obj.
On 12/10/05, Maurice Visser <[EMAIL PROTECTED]> wrote:
> Quick question. I'm trying to implement a clan tax for
> my guild system. I'd like it to take clan.taxrate of
> the gold from killing a mob (mob's wealth) and put it
> into the clan.account. I have the code set up already.
> I'm just not sure where I have to put it. I'm looking
> through do_get, but can't seem to figure it out.
>
>
>
> /* clan tax time */
>
>
>
> if ( ( is_clan(ch) ) &&
> (
> clan_table[clan_lookup(player_clan(ch))].taxrate > 0 )
> )
> {
> temp1 = ( obj->value[1] *
> /* <---- I need the variable name of the mob's wealth
> */
> (
> clan_table[clan_lookup(player_clan(ch))].taxrate /
> 100) );
>
> if ( (temp1 > .5) && (temp1 < 1) )
>
> temp1 = 1;
>
>
>
> if ( (temp1 < .5) )
>
> temp1 = 0;
>
>
>
> if ( temp1 > 0 )
>
> {
>
> sprintf( buf, "{WYour clan taxes you
> {Y%d {Wcoins.{x\n\r", temp1 );
>
> send_to_char( buf, ch );
>
>
>
>
> clan_table[clan_lookup(player_clan(ch))].account +=
> temp1;
>
> save_guilds( ch, "all" );
>
>
>
> ch->gold -= temp1;
>
> }
>
> }
>
>
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