An event driven system will take care of that. (which stock circle should have.) IMHO. Also far more realistic....it's worth the effort. KTP. > currently players on our mud have problems following a mob right after > it flees or executing a skill (kick bash, spell whatever) and hitting the > mob after it flees, i am assuming it has to do with the pulse_violence > timing which is currently 2 seconds..is there a way to stop these little > inconsistancies without cutting down the time of the pulse violence? > Not sure where to even start looking for this one > > Ghost the Neophyte C coder > > +-----------------------------------------------------------+ > | Ensure that you have read the CircleMUD Mailing List FAQ: | > | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | > +-----------------------------------------------------------+ > _/_/_/_/_/_/_/_/_/_/ _/ Classic@Cloud9.net _/ tpedersen@kraft.com _/ http://www.cloud9.net/~classic _/_/_/_/_/_/_/_/_/_/ +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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