i want to experiment with a different attacking methodology, the outline of the scheme i wish to implement is to do away with having the player automatically attack his opponent every round, in fight.c under perfrom_violence hit (ch, FIGHTING(ch), TYPE_UNDEFINED); i put this command within a if (IS_NPC(ch)) so that mobiles would still attack, but players would not, i tested this, by doing some mock combats, and instead of using kill fido, i used kick fido, ( i figured i would come back and rework the kill command to work more like a skill), using kick, combat proceeds fairly close to the style i am trying to accomplish, except if i type kick fido 12 times really fast... they get put into a que, where it waits however long the wait state is for the kick... and you just sit back and wait a while for the 12 kicks to cycle through what i would like instead of this, you type kick fido... you kick fido you type kick fido... the mud returns a message "you must wait 2 seconds" you type kick fido... the mud returns a message "you must wait 1 second" you type kick fido... you kick fido i would like to know, if anyone could point me to where the que for 12 kick fidos is getting stored, my apologies if this question is just too newbie also, is this sort of question, that i have asked here, more inline with sending it to help database email, and not so appropriate for the mailling list? _________________________________________________________ DO YOU YAHOO!? Get your free @yahoo.com address at http://mail.yahoo.com +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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