I got it working sort of. But I cant figure out how I would get it to wait a few seconds before it explodes... can someone help me? Pat baktor wrote: > Pat O'Laughlin wrote: > > > > I thought that a neat little feature could be bombs. I tried > > creating a bomb using a spec_proc but I never actually got it working. > > All I want it to do is: character drops a bomb, waits a few seconds, > > then the bomb explodes doing lots of damage on the room that its in. > > Has anyone done this before or can someone whip up something really > > quick for me? > > > > This has flame written all over it, the last sentence just don't help. > BUT, i feel like give some basic guidance, not only for you, but to see > if I'm correct in how to do this as I'd like to keep myself up to par, > even on the little things. > > Here is what [I] would do: (maybe not with a spec proc) > > 1. create an object that is the bomb. > 2. make a skill/whatever that will "light" the bomb so that it will > "explode". I'd make a skill, as that's my way. > 3. The skill will take the bomb from the player, and set it in the > current room, grep/search to find how to do this. > 4. skill/whatever I would think should set the obj-timer much like the > corpse code does, only with a lesser number so it doesn't last as long. > 5. this way so far lets the object be picked back up and so forth, set > flags appropriately if you wish it to be hidden, !get or whatever > 6. in point_update (where the corpses are removed from game?) > search for the corpse stuff and basically copy it. Modify it so that > it checks for if it's an object....if it's a bomb (i'd use vnum) and if > the obj timer is 0 yet... > if timer is not 0, timer-- > if timer IS 0, extract object (give good messages to ppl that bomb just > exploded right next to them if they are in room, maybe give similar > message to those around this room) > do a loop through the players in the room and > roll a dice() to get how much damage each person takes, you may > wish to take something from fight procedures for this, or somewhat, I'd > do a flat out dice about 2x earthquake size....forget armor, it's a bomb > :P > once dice is rolled, give appropriate message that shrapnel hit them, > then take current hp and subtract the result of the dice or calculated > damage > check if they are still alive, kill them off if they arn't. > loop to next player now i think > may or may not wish to do this to mobs, same basic idea though > > Heh, this is a basic flow of what you need to do to make it work. I > won't actually do it for you, but it should work half decently if you > know how to dig a bit in the code....everything you need is in the code > already, I may have missed a few things, but you can repost once YOU > have code in and stuff, much easier to point out stuff when you see the > code they are having problems with. I suggest a skill for doing bombs, > but that's me as i said, you can do this however. To make a skill you > basically look around a bit, I'm sure you can put 2 and 2 together. > > heh, anybody else who reads this, comment on stuff i missed, I'm sure > it's there, comment, and you'll help not only him get started, but me > with sharpening my concepts and stuff up a bit. > > Monk of Radark and Master of Pain, > > Baktor Silvanti > +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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