>Hi all. I was wondering if anyone had any pointers to give in creating a >force() function. Basically, the syntax would be: >do_force("kill freddy", 24601); >where "kill freddy" is what you want 24601 to do. There may be already a >command in place like this, so if anyone could tell me how it works.. Erh.. Might just be me, but why Force it to do something??!? Why not just do_hit(victim) or whatever the syntax is for that one? If it's so that you can do a do_force("command", mob); are you then sure it's such a good idea? Imagine all the mobs (with the correct prototype) running around going "Say NI!" every time they hit their spec_proc.. uhm.. maybe not such a bad idea after all.. *grin* :) whatever you want the mob to do, why not just call the do_<argument> for that command? eg. you want the mob to look, make a call to do_look(argument); (Can't recall the correct syntax, and I'm in the middle of teaching MIIS 4.0 so.. :) ObSomethingelse: Do anyone have an idea to an EXP-Table for weapons, Magical Weapons that become stronger each time you gain EXP, I'm trying to make a 6 level weapon, but it should be so that everytime you have the Item Wielded (Or just in your possession), it grabs 25% of your EXP and uses it to gain Levels. Unfortunately taking the EXP and converting it directly into EXP for the weapon would mean that even a lowlevel would have a High-Level weapon in a short time.. Any ideas for formulas or suchlike? /S +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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