I added two lines. Should fix it.
>SPECIAL(mob)
>{
> struct char_data *vict;
> static round;
> static max_rounds;
>
> vict = FIGHTING(ch);
+ if(!vict)
+ return FALSE;
>
> if(max_rounds == 0) // if max_rounds has not been set yet
> max_rounds = number(3,6); // set it to a random number
between 3 and 6
>
> if ((GET_POS(ch) == POS_FIGHTING))//if the mob is fighting
> {
> //need to let a few rounds go by first
> if(round < max_rounds)
> {
> printf("Round - %d\n",round); //debugging code
remove when done
> round++;
> return FALSE;//return for next round
> }
>
> else//if random number of fights has occured
> {
> //tell everyone and the player that they have been
moved
> send_to_char("\r\nBlah blah... dont want to give
my idea
>away!\r\n\r\n",vict);
>
> //stop the fight
> round = 0; // reset round variables for next fight
> max_rounds = 0; // reset max rounds variable for
next fight
> //stop_fighting(ch);//was removed since
char_from_room does this anyway
> //stop_fighting(vict);//made no difference.. bug still exists
>
>
> //move the player to the desired room
> char_from_room(vict);//remove player from current room
> char_to_room(vict, real_room(30004));//put him in
the room
>
> //have player look at new room
> look_at_room(vict, 0);
>
>
> }//end else
>
>
> }//end if
>
> else//if mob is not fighting
> {
> round = 0; // reset round variables for next fight
> max_rounds = 0; // reset max rounds variable for next fight
> act("Some special room action is done here.... :)", FALSE,
ch, 0, 0,
>TO_ROOM);
> }//end else
>
>return FALSE;//return to regular code
>
>
>}//end SPECIAL(mob)
>
>
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>
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