Re: object procs

From: Daniel Staudt (dstaudt@hotmail.com)
Date: 12/13/99


>From: Jason Beeland <jbeeland@speedfactory.net>
>Reply-To: Circle Discussion List <CIRCLE@post.queensu.ca>
>To: CIRCLE@post.queensu.ca
>Subject: object procs
>Date: Thu, 9 Dec 1999 21:56:43 -0500
>
>Hi all, i was wondering if any of you could point me to an existing
>example,
>or give me a tip for this problem.
>I want to make a weapon that will do something special when a pc kills a
>mob
>with it.  Like maybe
>cast an animate dead spell on the corpse.  And then if it hasn't killed
>anything in a while, it would moan about being hungry.
>I figure I'll just use the GET_OBJ_TIMER(weapon) member to count down till
>it complains about being hungry, but I'm
>not sure how to make it reset the timer when it kills a creature, and I'm
>also not sure how to make it cast the effect.
>I figure i could make a special case check for it in fight.c in the
>damage()
>function, but i'd really rather find a better
>way to do it if one exists.  Thanks for the help.
>
>Veritus Silverun
>silverun.dynip.com  port 7777
>(still in extremely early stages, stock zones, but lots of code stuff in)
>


IMO the best way to do it is the similar to mob programs and dg scripts.
simply make a 'on_death' function and stick in the die function. then
on_death checks for special cases like a re animate weapon or 'ghost'
deaths.


----------------
Daniel Staudt <dstaudt@hotmail.com>
~* I Don't Build I Re-Build *~
ICQ UIN# <14148959>
<http://www.geocities.com/ResearchTriangle/5404/>

______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com


     +------------------------------------------------------------+
     | Ensure that you have read the CircleMUD Mailing List FAQ:  |
     |  http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html  |
     +------------------------------------------------------------+



This archive was generated by hypermail 2b30 : 12/15/00 PST