I think this is a bad idea. If someone is in trouble of dying, then they could quit to keep themselves from losing the experience. My suggestion would be NOT allowing players to quit if they are fighting or wounded. That would solve the problem where do_quit calls the die(ch). They could only quit if they were healthy and not fighting. The 'quit' command is a pretty serious command in my opinion, and shouldn't be used too often by character (except for those newbies who log on, then quit). Whitey On Thu, 8 Jan 1998, Ghost Shaidan wrote: > It seems that if a level one character gets his hands on a piece of eq > that puts his hit points into the negative, and then quits out, the mud > goes boom because do_quit calls die(ch) and there is no killer. > > It's a really simple fix, and the other reason I write this is to see if > there is anything obviously abuseable that I missed. > > In do_quit, right after: > > if (IS_NPC(ch) || !ch->desc) > return; > > Put in: > > if (GET_HIT(ch) < 1) { > GET_HIT(ch) = 1; > GET_POS(ch) = POS_STANDING; > } > > I suppose the get_hit could be a position check, but the problem here is > the -hitpoints, and them being in the game with them. Would a position > check be safer? or better coding? > > Thanks for any answers, and if this has been fixed, let me repeat my > apologies. > > > Ghost Shaidan +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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