Wouldn't it make more sense to stop the fighting b4 putting the mob to sleep? I'm no coder, just a logical observation. Tom Dailey Gore - IMP ZombieMUD zombie.iglou.com 2150 On Fri, 5 Jul 1996, Mud Admin wrote: > > I made sleep castable in combat, and I want it to work out so that if > your target was put to sleep combat stops. It sorta works. > > However, the target that should be asleep is not. Not really, they are > affected by sleep for the correct duration, but they do not actually > 'fall asleep' as it were. They can look around, and move and so forth. > > <code to follow> > > case SPELL_SLEEP: > if (!pk_allowed && !IS_NPC(ch) && !IS_NPC(victim)) > return; > if (IS_UNDEAD(victim) || MOB_FLAGGED(victim, MOB_NOSLEEP)) { > send_to_char("Your magic seems ineffective!\r\n", ch); > return; > } > if (mag_savingthrow(victim, savetype)) { > send_to_char("Your magic seems ineffective!\r\n", ch); > return; > } > dam = dice(0, 100); > > if ((IS_HALF(victim) && (dam <= 30)) || (IS_ELF(victim) && (dam <= > 90)) ) { > send_to_char("Your elven blood prevents the spell from affecting > you.\r\n", victim); > send_to_char("Your magic seems ineffective!\r\n", ch); > return; > } > > af[0].duration = 4 + (GET_LEVEL(ch) >> 2); > af[0].bitvector = AFF_SLEEP; > > if (GET_POS(victim) > POS_SLEEPING) { > act("You feel very sleepy... Zzzz......", FALSE, victim, 0, 0, > TO_CHAR); > act("$n goes to sleep.", TRUE, victim, 0, 0, TO_ROOM); > GET_POS(victim) = POS_SLEEPING; > } > if (FIGHTING(victim)) { > stop_fighting(victim); > stop_fighting(ch); > } > break; > > > Anyone got any useful insights? > > --Ziz, NetShamen > >
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