In a message dated 98-07-14 12:10:33 EDT, siv@CYBERENET.NET writes: << why don't you post that code? [code snipped] > next_d = d->next; > log("Checking to make sure RT >= 0."); > if (GET_RT(d->character) < 0) GET_RT(d->character) = 0; > log("Subracting 1 from RT"); > if (GET_RT(d->character) > 0) GET_RT(d->character) -= 1; well..let me ask this: what are you trying to do? from what i can infer, you are trying to have a combat system that will use calculated speed rather than standard 2 second rounds..if this is the case, i'd suggest using the dg_event system to create events that will call the hit() func (or whatever)..it would be much less CPU intensive (no decrementation of a roundtime var)..i did this a while ago using events based on the dg system (extracted from the dg src, not the patch that is now available), but didn't like the feel of event based combat.. >> I'm running a check on certain commands... ie do_kill, I might do this... if (GET_RT(ch) < 0) GET_RT(ch) = 0; else if (GET_RT(ch) == 0) { ...do_kill code... The point is to regulate commands while someone's in roundtime. IE, someone cast's a spell on something (offensive or non-offensive, whichever --ie doesn't have to start a fight), and they can't type other offensive or movement commands for x seconds. Get it? I try to post help more than code, because I'm endeavoring to create a completely original MUD (except for DG events, Regen, Color, and Abbreviations). But if I post code it won't be original anymore. Hell, if I didn't care about originality, I'd be glad to just ftp my MUD to ftp.circlemud.org! Sorry guys. :-P Thanx, -Elrelet +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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