On Mon, 16 Dec 1996, Daniel W. Burke wrote: > > > On Sat, 14 Dec 1996, Yoink! wrote: > > > Hmmm.... > > > > send_to_char("Okay, you'll try to move silently for a while.\r\n", ch); > > if (IS_AFFECTED(ch, AFF_SNEAK)) > > affect_from_char(ch, SKILL_SNEAK); > > > > if (IS_AFFECTED(ch, AFF_SNEAK)) { > > affect_from_char(ch, SKILL_SNEAK); > > send_to_char("Everyone around you now notices your presence.\r\n", ch); > > return; > > } > > > > send_to_char("Okay, you'll try to move silently for a while.\r\n", ch); > > percent = number(1, 101); /* 101% is a complete failure */ > > > it was always my impression that this isn't a bug, rather, to keep you > from actually KNOWING if you're sneaking or not... You still don't. The point of the modified code is that there are different messages if you are sneaking or if you AREN'T sneaking. While i'm at it, that percent check needs to be removed altogether. What needs to happen is to move the check for successful sneaking in the movement code.... int do_simple_move(struct char_data *ch, int dir, int need_specials_check) . . . if (!IS_AFFECTED(ch, AFF_SNEAK)) { if (IS_NPC(ch)) becomes if (!IS_AFFECTED(ch, AFF_SNEAK) && GET_SKILL(ch, SKILL_SNEAK) < number(1, 101)) { if (IS_NPC(ch)) > > Brazil > Yeah, the character always get to TRY to sneak, but isn't always successful. Stock code doesn't make as much sense, in my opinion. __ __ \ \\ / // "If I were a dinosaur, I'd be a licalottapus!" \ \\ / // _____ __ __ ______ ___ -Jonathan "Jax" Armsterd \ \/ // // \\ |\\ /|| || \\ | || > << || ||||\\ //|| |----<< | || Hard to believe, / /\ \\ || |||| \\ // || || \\| || Harder to killfile! / // \ \\ \\___//_|| \// ||_||____//|_|| /_// \_\\ In God We Trust. All others pay cash. +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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