------------------------------------------------------------------- Eric Ogren (PitLord) pitlord@tiac.net SysOp of OlympusNet -- (508)897-7594 -------------------------------------------------------------------- On Sun, 21 Apr 1996, Sammy wrote: > Yeah you can initiate combat when the participants are in different rooms > (try "at jupiter kill jupiter" to see this in action), but unless you > change the combat code, if the archer initiates combat from a distance, > the target player can fight back with a club or dagger or whatever > they're wielding. That's what I figured... > > There are two ways to deal with this that I can think of. One is to make > a spec_proc for archers so every so often they check to see if any evil > players are in range, and if so fire an arrow or volley of arrows at that > location without initiating combat. Hmm..what's the command to do that? I'm kinda a newbie at this..I know hit starts combat, but what about hitting without starting? > > The other way is to have them initiate combat (guess you'll still need a > spec_proc for this), but change the combat system to require the use of > ranged weapons to fight over a distance. I thought of that, I was just wondering if there were easier solutions :). > > I've been working on a zone with a simple spec_proc that hurls arrows, > oil, stones, and insults at anyone foolish enough to stand at the gates > of the city I'm building. All it will do is check for any PC's standing > in a certain room and for NPC guards to be on the walls, and if both > conditions are met, the PC's will randomly be pelted by the various missiles. > Ok, thanks for your help.
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