> > Just wondering, does the snake spec_proc work in > Circle 2.2? I have set it up with a mob and everything(Doh! =) but in > over 30 rounds of combat with other mobs and test pc's I have yet to > get a poison bite. Any ideas? Thanks, save my sanity while I code > instead of doing a paper =) At DisasterMUD, we changed the number() conditional to number(0, 3) == 0, to give snakes more of a chance to bite you. (That is, afterall, the mode that most rl snakes use to attack) Your code determines the probability that you'll get poisoned by your level, with a 15th level (average) character being bitten on a 1 in 25+ chance. (And you get to save on top of that) I don't think snakes will even try to bite other NPCs... but you might want to check on that. Anybody have a good idea as to how poison can be made more effective? Standard Diku poison is really wimpy... especially for a game based on D&D (where most strong poisons kill you outright if you miss your save). Someone else posted a question about why thieving mobs never move. There is a bug in that code, in that TRUE should only be returned if the npc_steal function is called. Otherwise FALSE should be returned. Since the spec_proc always returns true, thieving mobs won't move, be aggressive or use any of the other flags you may have set. -Jeff ------------------------------------------------------------------------------- jfink@csugrad.cs.vt.edu teker@128.173.20.37 4000
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