> If you have figured out how to call damage() when the character enters > the room, I think the rest will be easy. Modify damage() to take on > another parameter when called, an int probably. Depending on the value > of the int, your function will know if a room or another character caused > the damage. (this involves modifiying the function a little to, to get > rid of attacker character refrences). When you have that extra > parameter, it should act as a flag to determine the attack type, room or > normal, and you should use the character for both the victim and attacker > and just ignore the attacker code, using if (room_attacker) or something > like that. Hope this helps. That should work....I do hope that there aren't too many damage calls :) I was thinking of trying to modify just the dam_message so that if ch=vict it would display a different set of messages, but I don't know how I could do that. Any ideas on that? It would probably require less coding, and less changes. ------------------------------------------------------------------ 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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