for (ch = combat_list; ch; ch = next_combat_list) { next_combat_list = ch->next_fighting; if (FIGHTING(ch) == NULL || ch->in_room != FIGHTING(ch)->in_room) { stop_fighting(ch); continue; } if (IS_NPC(ch)) { if (GET_MOB_WAIT(ch) > 0) { GET_MOB_WAIT(ch) -= PULSE_VIOLENCE; continue; } GET_MOB_WAIT(ch) = 0; if (GET_POS(ch) < POS_FIGHTING) { GET_POS(ch) = POS_FIGHTING; act("$n scrambles to $s feet!", TRUE, ch, 0, 0, TO_ROOM); } } if (GET_POS(ch) < POS_FIGHTING) { send_to_char("You can't fight while sitting!!\r\n", ch); continue; } hit(ch, FIGHTING(ch), TYPE_UNDEFINED); if (MOB_FLAGGED(ch, MOB_SPEC) && mob_index[GET_MOB_RNUM(ch)].func != NULL) (mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, ""); if((GET_SKILL(ch, SKILL_SECOND) > 0)) { if(GET_SKILL(ch, SKILL_SECOND) > number(1,200)-15*GET_LEVEL(ch) ) if(FIGHTING(ch)); hit(ch, FIGHTING(ch), TYPE_UNDEFINED); } if((GET_SKILL(ch, SKILL_THIRD) > 0)) { if(GET_SKILL(ch, SKILL_THIRD) > number(1,200)-10*GET_LEVEL(ch) ) if(FIGHTING(ch)); hit(ch, FIGHTING(ch), TYPE_UNDEFINED); } if((GET_SKILL(ch, SKILL_HEXA) > 0)) { if(GET_SKILL(ch, SKILL_HEXA) > number(1,200)-5*GET_LEVEL(ch) ) if(FIGHTING(ch)); hit(ch, FIGHTING(ch), TYPE_UNDEFINED); } } }
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