ok I took chan's idea and cut and paste but it only worked if the mob was aggressive so I changed it to this: /* cut begin */ /* Aggressive Mobs */ if (MOB_FLAGGED(ch, MOB_AGGRESSIVE | MOB_AGGR_TO_ALIGN)) { found = FALSE; for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) { if (IS_NPC(vict) || !CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE)) continue; if (MOB_FLAGGED(ch, MOB_WIMPY) && AWAKE(vict)) continue; if (!MOB_FLAGGED(ch, MOB_AGGR_TO_ALIGN) || (MOB_FLAGGED(ch, MOB_AGGR_EVIL) && IS_EVIL(vict)) || (MOB_FLAGGED(ch, MOB_AGGR_NEUTRAL) && IS_NEUTRAL(vict)) || (MOB_FLAGGED(ch, MOB_AGGR_GOOD) && IS_GOOD(vict))) { hit(ch, vict, TYPE_UNDEFINED); found = TRUE; } } } else { if (number(0, 20) <= GET_CHA(vict)) { act("$n looks around suspiciously.", FALSE, ch, 0, 0, TO_ROOM); } else hit(ch, vict, TYPE_UNDEFINED); found = TRUE; } /* Cut end */ In the hopes that it would do the check whether or not the mob is aggressive well it does except now when it checks it dumps core. and there are NO compiling errors HELP? Thanks - David 'Kevin' Berthiaume of ThryneMUD (YES were back!!!)
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