Ok can anybody tell me why this check wouldn't work right?
in my perform violence i did this
/* control the fights going on. Called every 2 seconds from comm.c. */
void perform_violence(void)
{
---> int percent;
struct char_data *ch;
struct obj_data *wielded;
int i;
extern struct index_data *mob_index;
---> percent = number(1, 101);
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 ((GET_POS(ch) == POS_FIGHTING) && (percent < GET_SKILL(ch,
SKILL_SECOND)))
hit(ch, FIGHTING(ch), TYPE_UNDEFINED);
---- WHEN I MAKE THIS CALL IT WILL NOT MAKE A SECOND ATTACK :( ----
---- ANY IDEAS ?? -----
---- THANKS
---- Malcor the frustrated ----
wielded = GET_EQ(ch, WEAR_WIELD);
if(wielded){
if (wielded->spell_affect[0].spelltype > 0){
for (i = 0; i < MAX_SPELL_AFFECT; i++){
if(wielded->spell_affect[i].spelltype > 0){
/* People might want to check my dicerolls
* here. Dont know if I'm doing this
* right :( .
*/
if (dice(1,100) < (wielded->spell_affect[i].percentage)){
act("Your $p hums violently in your hands!", FALSE, ch,
wielded, 0, TO_CHAR);
act("$p hums violently in the hands of $n!", FALSE, ch,
wielded, 0, TO_ROOM);
call_magic(ch, FIGHTING(ch), NULL,
wielded->spell_affect[i].spelltype,
wielded->spell_affect[i].level,
CAST_SPELL);
}
}
}
}
}
if (MOB_FLAGGED(ch, MOB_SPEC) && mob_index[GET_MOB_RNUM(ch)].func != NULL)
(mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, "");
}
}
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