I had a similar problem, and figured out an easier way to imp multi-attacks. AFTER "hit(ch, FIGHTING(ch), TYPE_UNDEFINED);" if ((GET_SKILL(ch, SKILL_SECOND_ATTACK) > number (1, 100)) && (FIGHTING(ch))) hit(ch, FIGHTING(ch), TYPE_UNDEFINED); the "number (1, 100)" is a roll on a percentile die...you can make it anything you like, from a random number, to a roll against LEVEL, or even just a plain integer, like 0, or 50...whatever you like, but there has to be something for the skill to compare against. There's no need to check to see if the character is awake...the (FIGHTING(ch)) check does that, and checks to make sure he's fighting...which, by the way, is what's causing your core dump...lemme guess...right before the mob dies, right? :) yert ____________________________________________________________________ / Trey B. Shewmake a.k.a "yert" s.k.a Byron McGregor of Grey Niche \ |------ http://www.geocities.com/SiliconValley/3896/index.html ------| \ | tbs@io.com | yert@m-net.arbornet.org | tshewmak@ofo.astate.edu | / -------------------------------------------------------------------- +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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