> ACMD(do_shadow)
> {
> int prob=0;
> struct affected_type af;
> prob += (GET_LEVEL(ch) << 1) + ((GET_DEX(ch) + 16) << 1);
>
>
> if ((number(10, 100) > prob) && (GET_LEVEL(ch) < LVL_IMMORT)) {
> send_to_char(" You fail miserably to sink into the shadows \r\n", ch);
> act("$n fails to disolve into the shadows!",
> FALSE, ch, 0,0, TO_ROOM);
>
> }
> else{
> affect_from_char(ch, SKILL_SHADOW);
af.type = SKILL_SHADOW;
> af.location = APPLY_AC;
> af.modifier = -20;
> af.duration = 12;
affect_to_char(ch, &af);
> send_to_char(" You disolve into the shadows \r\n", ch);
> act("$n disolves into the shadows making $n harder to see!",
> FALSE, ch, 0,0, TO_ROOM);
>
> }
> }
Look at the sneak skill for reference.
PjD
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