How about setting an AFF_FLAG called OCTOMORPH or something, and the in fight.c, do a check to see if the player is affected by that flag and if so, perform X many more hit routines. It would be just like mutiple attacks. Send some respective messages to the room, and the player thinks he has 8 arms and is attack with each. From the code's point of view, all you do is perform X amount of extra attacks. I have up to 5 attacks for PC's in my code, and each one has a less of a chance of suceeding thanthe first. ie I check 2nd attack as GET_SKILL(ch, SKILL_2ATT) > number(1,120), then if that fails, they get no chance at 3rd, but if 2nd is a success, third is ckecked as GET_SKILL(ch, SKILL_3ATT) > number(1,150) and so on. Thus would be perfect in your situation. While 5 attacks is extremely powerful, I have 200 mortal levels and I currently only assign up to 3 attacks to PC's. I just added the extra two for expansion. In your case with 8, I would code it so that the damage done from each attack is bare hand only and not with a weapon. Maybe even hard code the bare hand damage based on str, level, and dex. Hope this helps, Chuck Tony Robbins wrote: > > I looked at the body parts documentation and it seemed it was just what > I wanted. And, as documented it was, but the patch didn't work. Of > course, I decided I should have hand patched it anyway, so I > hand-patched it in and now I have working race/class/guilds. The > relevance of this? Spells and races. > > Let's say I'm running through the forest and I run into a tree. Now > that that's done with, let's say I'm writing a spell that would change > the players race (thus giving them a polymorph like form--in this case, > octomorph, eight arms for weapons). I can't figure out how to make it > so it will set the _RACE_ and then unaffect it later. I've been coding > all day, so I've read plenty of f*cking code (RPOFC?), so something like > that can be held in. > > --- > > Newbie MOTD: > o Always pay attention when coding. Being half asleep and leaving out > commas can be a pain (especially in constants.c, because it doesn't > complain in the arrays there). > > o Seek out a helpful person who will help you with your code. You're > most likely going to find one in a person that releases code or is > generally helpful to everyone. > > --- > > I offered up a guilds.patch at some point, but was at work when I > received the e-mails so I gave up. I'm willing to hand out the > "half-done" patch, (I've finished it, but already customized my MUD to > my storyline, and I hate it when storylines are stolen) which you can > take as a project and try to manipulate. There were only a few bugs, > per se, and some hackish areas. Anyway, I'm really sleepy, so this is > probably hardly even readable. (I think legible is a better word, but, > then again, I can't remember if it's a real word or not at this point.) > > -B. (Don't you love the Bullwinkle-and-Rocky-esque subject header?) > > +------------------------------------------------------------+ > | Ensure that you have read the CircleMUD Mailing List FAQ: | > | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | > +------------------------------------------------------------+ +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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