> I set up air rooms in my MUD so that if a character or mob is not affected > with an AFF_FLY flag and is in a SECT_FLYING room then he or she will plummet > down. The character will continue to fall until they can no longer go down or > they hit a non SECT_FLYING ROOM. I have it all working, damaging the character > per # of squares fallen, etc. The only problem is checking for when a > character should fall. I currently check whenever an AFF wears off but this > won't cover all circumstances. For example: If a god teleports a player into > an air room I wouldn't mind getting acopy of this code if possible. I have a few uses for it, especially considering that I have several damage types, including falling damage and spells like feather fall, and skills like falling. > or a player walks off the side of the cliff, etc. I thought the best way to > do this is to add something into heartbeat() to check all the mobs and > characters every X number of seconds. To be realistic it would have to check > very frequently but I am afraid that this will slow down the MUD. Any ideas on > how I can do this more effectively? Or am I just going to have to live with a > possible X number of seconds delay from the time the player enters the room to > the time he or she falls? I might be able to think up something. I would think that the best place to put it would be in the char_to_room function. That way, you have the advantage of not needed to check every player at all times, only when they move from one room to another. ------------------------------------------------------------------ Ryan A.J. Biggs email-ae744@freenet.toronto.on.ca Doppleganger, Charon the Boatman and member of Dieties Anonymous Owner of a 100% organic wibble and Plasma lamp, and rubber chicken Keeper of the sacred butcher knife and the Cloak of Shadows Compiler of the Net.Psionics.Handbook ------------------------------------------------------------------
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