On Thu, 2 Nov 1995, Billy H. Chan (~{3B:FH;~}) wrote: > You recently wrote: > > From: waliczek gary jason <gwalicze@coewl.cen.uiuc.edu> > > There are only a couple flaws with this method: > > 1) illusions will leave corpses > > 2) you have to go down to -10 HPs to die > there is a MOB_FLAG NO_CORPSE and it does just that... in the makecorpse > function, if the MOB is flagged NO_CORPSE, it doesn't leave a corpse. > :) This was because I wanted to animate corpse (which sorta works), and I was just curious what would happen if that mob had some eq on it and a player kills it, and since it is flagged NO_CORPSE, then it wouldnt leave a corpse -- so what happens to the eq? I have coded animate dead also, but what I did was used values 2 and 3 (third and fourth values of objects) to save the mob's race and hit dice. When a cleric animates dead, the zombie gets hp of dice(hit dice, 8) and then I changed the race to RACE_UNDEAD. If the zombie is killed, it still leaves a corpse, but animate dead wont work because the spell checks if the corpse is of the race undead. That is provided you have coded in races. I find coding in races add a tremendous amount of variety, not to mention a whole load of new spells and skills. ie. Charm person and charm monster can be two separate spells now. Agg mobs will only attack those of diff race - this gives players a chance to think of tactics, like ordering charmed mobs to enter the room and let them bash it out first before going into the fray. etc.. Anyways, my 5 cents worth (no 2cents in Australia anymore) Horus.
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