Only thing I could think to do was to put in the do_say (or what ever else you wish to keep them from doing) a line like if(SECT(ch->in_room) == SECT_UNDERWATER ){ send_to_char("Huh?!?",ch); return; } then in the point_update() add if(SECT(i->in_room) == SECT_UNDERWATER ) if(damage(i, i, 2/*make this how much damage you want them to take*/, TYPE_SUFFERING) == -1) continue; ----- Original Message ----- From: Brandon Phelps <brando@EMPYRIAL.COM> To: <CIRCLE@post.queensu.ca> Sent: Monday, December 20, 1999 2:14 PM Subject: Underwater Drowning > Hi everyone, > I'm new to the list and would just like to know if there are any snippets or > anything explaining how to set up underwater drowning so that If a player > enters a room that has the UNDERWATER flag he starts to drown and can't > talk. Any help would be appreciated. > > Thanks > Brandon (ApolloMud - apollomud.dhs.org port 4000) > > ------------------------------ > brando@empyrial.com > http://www.empyrial.com/brando > > > +------------------------------------------------------------+ > | Ensure that you have read the CircleMUD Mailing List FAQ: | > | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | > +------------------------------------------------------------+ +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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