> Got a couple questions on spec procs... > > Can a mob spec proc be triggered when a player enters a room somehow? Not with stock code, no. See http://post.queensu.ca/cgi-bin/listserv/wa?A2=ind0008&L=circle&P=R9243 for a description of how to get around a similar problem. > > Is there a way to get a script-like delay in spec procs? So that I can > make the mob take a couple seconds in between saying things without holding > up the rest of the code somehow. Again, not exactly - there's no function/etc that does that. You can set a static timer though, and decrement it by the mobile activity pulse that spec_procs trigger. Beware though, that same timer will be used by all mobs using that particular spec_proc. > > Last, is there some kind of documentation on how to use spec procs so that > I don't have to go around posting questions constantly? :grin: I checked > the docs directory and the FTP site and didn't see any... well, thanks in > advance. :) > I don't think there is, but what sort of documentation do you need? It's straight C code, and you can grep for all the information you could ever want - the definition, when they're called, how they're assigned, etc. If you want something that's a bit higher level and has additional functionality built in, you may want to look at dgscripts or mob progs. I believe dgscripts are the big thing right now though. PjD +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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