Brian Menges wrote: > When in combat it will print something like the following: > > > You slash the cityguard very hard. > > You slash the cityguard hard. > > The cityguard's attack misses you by a mile. > > I would like to change it so that the mobiles attack goes in between the two > attacks. I.e. a round of combat would look like: > > > You slash the cityguard very hard. > > The cityguard's attack misses you by a mile. > > You slash the cityguard hard. > > I am unsure how to go about doing this however without going in and changing > the whole combat scheme. Does anyone have any thoughts or ideas on the matter? How's about this: Instead of integrating the MULTIPLE_ATTACK check into the combat round, just call the combat round routine (perform_violence) twice and do a MULTIPLE_ATTACK check on the second go-around. Anything that doesn't have MULTIPLE_ATTACK's wouldn't get an attack on the second go-around. The way to keep track of which call to perform_violence this is (so you know when to do the MULTIPLE_ATTACK check)? Try adding a number argument to perform_violence(). This also lets you do sexy things like first/last strike capabilities for mobs, or greater than two attacks per round, or different attack types on different segments of a round. (bite/claw/claw) The final word on how this gets implemented, of course, goes to the actual coders on your MUD. Jack "trying to keep signal/flame ratio high" Wilson
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