> I'm currently tinkering with Circle 3bpl8 and was trying to add a > special proc. for some items. What I wanted the proc to do is during > combat, the item would automagically cast an offensive spell at the > opponent. Unfortunately, all I've gotten the proc to do is to cast the > spell when I wield/unwield the weapon in question. This has caused...well.. > some interesting side effects (namely when someone flees, and I unwield at the > right moment, they die in another room, and get no exp/gold). > What I'd like to know is where I should start looking to fix this minor > annoyance and/or what I need to hack up to make this work. > I dont know where you'd look to fix that... actually I'm not even sure how you got it to activate on wield/unwield without explicitly trying to, but here's a quick hack to do what I think you want... (BTW I think it is debatable whether or not using a special process for this is the most efficiant way to have weapons cast spells in combat - I would/do use an APPLY_ for this sort of thing, with the spell contained therein, and stick it somewhere between the calculation of hitting and dammage. --snip-- /** * All this does is check if the weapon in question is equipped, and * if the person using it is fighting, then it grabs value 0 (which * is unused in weapons) as a spell number and casts it on whoever * is fighting the person using the "magical" weapon. **/ SPECIAL(magic_weapon) { struct obj_data *weapon = me; if (!weapon->worn_by || GET_POS(weapon->worn_by != POS_FIGHTING) return 0; else cast_spell(weapon->worn_by, FIGHTING(weapon->worn_by, NULL, GET_OBJ_VAL(weapon, 0), NULL); return 1; } --snip-- Regards, Sky
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