>From old postings, we know that patch 8 doesn't subtract exp from fleeing. So, I took out the if(FIGHTING(ch)) since the player is not in that state after do_simple_move, if I am not mistaken. Does anyone have a suggestion for the loss equations? The loss equations are based on FIGHTING state, and if the player is not in the FIGHTING state after do_simple_move,it is not calculating the loss exp. thanks for your help and here it is... ACMD(do_flee) { int i, attempt, loss; if (!FIGHTING(ch)) { act("$n panics but nobody knows why!", TRUE, ch, 0,0, TO_ROOM); send_to_char("Easy! Easy! Don't panic, nobody is fighting you.\r\n", ch); return; } for (i = 0; i < 6; i++) { attempt = number(0, NUM_OF_DIRS - 1); /* Select a random direction */ if (CAN_GO(ch, attempt) && !IS_SET(ROOM_FLAGS(EXIT(ch, attempt)->to_room), ROOM_DEATH)) { act("$n panics, and attempts to flee!", TRUE, ch, 0, 0, TO_ROOM); if (do_simple_move(ch, attempt, TRUE)) { send_to_char("You flee head over heels.\r\n", ch); /* if (FIGHTING(ch)) { */ if (!IS_NPC(ch)) { /* it don't like it here because of the (FIGHTING) state */ loss = GET_MAX_HIT(FIGHTING(ch)) - GET_HIT(FIGHTING(ch)); loss *= GET_LEVEL(FIGHTING(ch)); gain_exp(ch, -loss); sprintf(buf, "You just lost %d points from fleeing.\r\n", loss); send_to_char(buf, ch); } /* if (FIGHTING(FIGHTING(ch)) == ch) stop_fighting(FIGHTING(ch)); stop_fighting(ch); } */ } else { act("$n tries to flee, but can't!", TRUE, ch, 0, 0, TO_ROOM); } return; } } send_to_char("PANIC! You couldn't escape!\r\n", ch); }
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