> that's cause wait_state does nothing more than stop a character's input > from being processed...but fighting (round to round hitting) is automatic > if the players are on the combat list (the reason people don't hit if > they miss a bash is cause they are sitting)...if you want them to not hit > eachother...well...the way that i'd do this would be to remove the > players from the combat list using stop_fighting or something...somehow > mark them as being locked together (PLR_HUGGED or AFF_HUG) so that they > couldn't do anything...then set up an event to make them start fighting > again..but this assumes that you have some kind of event system... My solution, was noting how mobs, DO suffer hit waits. the normal WAIT_STATE thats added to players and mobs, makes players not able to type to use a new skill yet for that many rounds, and makes mobs not able to swing for said number of rounds. I made a second wait_state type: hit_wait_state and in the skills/spells i want the players to be not hitting, i set a hit_wait_State on them. Then over in perform_violence in fight.c I check if the players hit_wait_state is > 0 and return without letting them hit if it is. This is nothing more then a simple var on the player and needs no special flags and no need to make them stop fighting and forget whom they wre fighting nor make them start reattacking later ******************************************************************* * Ron Hensley ron@dmv.com * * Network Administrator http://www.dmv.com/~ron * * PGP Key at WWW Page * * DelMarVa OnLine 749-7898 Ext. 403 * ******************************************************************* +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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