On Fri, 1 Aug 1997, Zizazat Lazuras wrote: > > 4) *if possible* a WAIT/DELAY when casting spells, so that casting a HIGH > > DAMAGE spell would take more than one round, and thus give enemies a > > chance to fight back without being killed in 2 rounds. Add a new define to the spell structure: byte spell_delay; /* Use a byte because you're not likely to want * anyone to wait more than 255. If so, switch to * int. */ Then, to all your spello() defines in mag_assign_spells (spell_parser.c), at the end just add a space for the spell_delay. Nice and easy. Then use: WAIT_STATE(ch, PULSE_VIOLENCE * spell[spellnum].spell_delay); should work. Rasdan =--=--=--=--=--=--=--=--=--=--= I have done so much, with so little, James C. Thomas Jr. for so long, Rasdan That I can do anything Head Coder of Finality! with nothing. =--=--=--=--=--=--=--=--=--=--= Finality is based upon CircleMUD 3.0, check us out: finality.mudservices.com 5555 +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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