The exploding monkeys snippet :)
The portion where the monkey explodes:
act("$n has just exploded into little bitty bits!",
FALSE, ch, 0, 0, TO_ROOM);
extract_char(ch);
I never used this spec_proc, but presumably it must work,
or it probably wouldn't have found its way to the snippets
page :)
Edward Glamkowski, Programmer Mathematica Policy Research
EGlamkowski@mathematic-MPR.COM Princeton, NJ
http://www.mathematica-mpr.com/
eschew obfuscation
>----------
>From: Jared Buckley[SMTP:jaredb@TI.COM]
>Sent: Wednesday, August 27, 1997 4:00 PM
>To: CIRCLE@post.queensu.ca
>Subject: Re: [CODE] Using die() in mob specials
>
>John Evans wrote:
>[snip]
>> When the sun comes up, loop through the character list and if you find a
>> mob that is flagged MOB_SHADOW do:
>>
>> act("$n screams and fades away as the sun hits $e!",
>> FALSE, ch, 0, 0, TO_ROOM);
>> char_from_room(ch);
>> extract_char(ch);
>
>You can't call extract_char right after calling char_from_room,
>because extract char will error out, complaining about extracting
>a character from NOWHERE:
>
>SYSERR: NOWHERE extracting char. (handler.c extract_char)
>
>I'd also like to isolate this to a special procedure, rather
>than setting a bit for all mobs. When I call die(), raw_kill(),
>or extract_char() on the mob in the room, it causes the mud to
>crash. I'm having trouble though, seeing how this is different
>from when a mob dies in battle. (And that works ok) Obviously
>I'm missing something, as combat works, but this proc doesn't.
>Anyone tried to have a spec_procs mob destroy itself?
>
>Jared
>
>
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