there is a easy way to do this... but at the expsence of a bit of lag.. just make a new perform_violence... i'll call it handle_violence.. in comm.c add it to the heartbeat at whatever speed you have perform_violence at (hehe *whine* can't set hits to faster than 1 second intervals) the heartbeat... then have whatever your doing to get that second hit in over at the other handle_violence..ex.. if (FIGHTING(ch) && IS_AFFECTED(AFF_BLART)) hit(bing, bong); this will be called ever 1 to 2 seconds so even tho it will look nicer it has a nice potentional at adding on some lag.. but i dunno for sure.. I also tried a buncha whacky ass stuff like setting up 2 to 3 different 'perform_vioence's all at different speed intervals.. i was attemping to set different speeds for the chars and having it hit them 'not so regularly'.. but i ended up having too many that would come up at the same time.. kinda demolishing my main idea... On Wed, 26 Jun 1996, Brian Menges wrote: > I have implemented a mulptile attack scheme on my MUD very similiar to the > ideas that were posted on here a few days back. However, I am unhappy with it. > :( > 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. > > This is because in perform violence the code goes something like: > > if( FIGHTING(ch) ) > hit(ch, FIGHTING(ch), TYPE_UNDEFINED, mod1); > > Then there is a skill check and then another > > if( FIGHTING(ch) ) > hit(ch, FIGHTING(ch), TYPE_UNDEFINED, mod1); > > 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? > > -brian aka Haddixx > __ > > > -- > "Take my advice and go back to the time | Brian Menges > you came from. The future isn't what | NASA Ames Research Center > it used to be."--G'kar, "The Long Dark" | Mail Stop: N262-2 > 0__0 | Phone: (415) 604-0069 > =============ooO==(__)==Ooo=============| menges@eos.arc.nasa.gov >
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