Re: RE: Backstab.

From: Ghost Shaidan (ghost@ao.net)
Date: 02/04/97


This is what i did, because the sneaky chars can set their wimpy to 50%,
and then go in nd backstab, the first attack by the mob will cause a flee
to happen because of their wimpy, it doesnt check for a wait state...


Ghost Shaidan, ?able Sanity  porsche.ag.net 4000

On Tue, 4 Feb 1997, Johan Dustler wrote:

> > From: Mental <kjek@excalibur.onate.nmhs.edu>
> > 
> > I want to limit the amount of times you can backstab a mob.  The backstab 
> > flee, backstab flee loop is something I wish to avoid.  I have an idea on 
> > how to do this.  I think that if you backstab a mob, then it should gain 
> > the aware bit until reboot/death.  Sorta like:  You stuck a knife in my 
> > back... NOBODY gets behind me now.   Anybody know how to do this?  Or has 
> > someone already written code that does it that they would like to share.
> > 
> 
> To make a mob aware just add SET_BIT(MOB_FLAGS(victim), MOB_AWARE)
> to the function hit() act.offensive.c.
> 
>     if (type == SKILL_BACKSTAB) {
>       dam *= backstab_mult(GET_LEVEL(ch));
>       damage(ch, victim, dam, SKILL_BACKSTAB);
> 
> /*add here*/
> 
>     } else
>       damage(ch, victim, dam, w_type);
>   }
> 
> 
> You could also set a waitstate on the backstabber. If you add
> WAIT_STATE(ch, PULSE_VILOENCE) just after the line:
> 
> prob = GET_SKILL(ch, SKILL_BACKSTAB);
> 
> the backstabber won't be able to do anything for 2 fight rounds
> no matter if it is a miss or hit.
> 
> -Johan
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