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Retreat Skill [by S.Mead] |
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Posted Wednesday, August 12th @ 11:35:55 PM, by George Greer in the Skills dept.
Added Apr 27, 1998. Click the link below to read it or download it.
From: "S. Mead" <meadsh@ECE.ORST.EDU>
With Additions From: Andy Hubbard <hub@LEICESTER.AC.UK> and
George Greer <greerga@circlemud.org>
Subject: SKILL_RETREAT
This retreat skill allows a character to flee from battle in a
direction of his choosing and without loss of exp. The main
disadvantage this skill has over FLEE is that it has a WAIT_STATE, so
you can't go ape with it like you can flee.
One of the things I would like some help on is getting from the
direction argument to the interger direction... the way I do it
here(with a switch) is pure slop... is there a more efficent way? Also,
if anyone has some helpful suggestions for cleaning this code up, please
teach me.
-Shaw-
<Sometimes my toilet has floating errors too...>
ACMD(do_retreat)
{
int prob, percent, dir = 0;
int retreat_type;
one_argument(argument, arg);
if (!FIGHTING(ch))
{
send_to_char("You are not fighting!", ch);
return;
}
if (!*arg)
{
send_to_char("Retreat where?!?", ch);
return;
}
retreat_type = search_block(argument + 1, dirs, FALSE);
if (retreat_type < 0 || !EXIT(ch, retreat_type) ||
EXIT(ch, retreat_type)->to_room == NOWHERE)
{
send_to_char("Retreat where?\r\n", ch);
return;
}
percent = GET_SKILL(ch, SKILL_RETREAT);
prob = number(0, 101);
if (prob <= percent){
if (CAN_GO(ch, dir) && !IS_SET(ROOM_FLAGS(EXIT(ch,dir)->to_room),
ROOM_DEATH))
{
act("$n skillfully retreats from combat.", TRUE, ch, 0, 0,
TO_ROOM);
send_to_char("You skillfully retreat from combat.\r\n", ch);
WAIT_STATE(ch, PULSE_VIOLENCE);
improve_skill(ch, SKILL_RETREAT, 2);
do_simple_move(ch, dir, TRUE);
if (FIGHTING(FIGHTING(ch)) == ch)
stop_fighting(FIGHTING(ch));
stop_fighting(ch);
} else {
act("$n tries to retreat from combat but has no where to go!", TRUE,
ch,
0, 0, TO_ROOM);
send_to_char("You cannot retreat in that direction!", ch);
return;
}
} else {
send_to_char("You fail your attempt to retreat!\r\n", ch);
WAIT_STATE(ch, PULSE_VIOLENCE);
return;
}
}
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