Charisma again :)

From: David E. Berthiaume Jr. (data@iii.net)
Date: 07/18/95


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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