>From old postings, we know that patch 8 doesn't subtract
exp from fleeing. So, I took out the if(FIGHTING(ch))
since the player is not in that state after do_simple_move,
if I am not mistaken. Does anyone have a suggestion for
the loss equations? The loss equations are based on
FIGHTING state, and if the player is not in the FIGHTING state
after do_simple_move,it is not calculating the loss exp.
thanks for your help
and here it is...
ACMD(do_flee)
{
int i, attempt, loss;
if (!FIGHTING(ch)) {
act("$n panics but nobody knows why!", TRUE, ch, 0,0, TO_ROOM);
send_to_char("Easy! Easy! Don't panic, nobody is fighting you.\r\n",
ch);
return;
}
for (i = 0; i < 6; i++) {
attempt = number(0, NUM_OF_DIRS - 1); /* Select a random
direction */
if (CAN_GO(ch, attempt) &&
!IS_SET(ROOM_FLAGS(EXIT(ch, attempt)->to_room), ROOM_DEATH)) {
act("$n panics, and attempts to flee!", TRUE, ch, 0, 0, TO_ROOM);
if (do_simple_move(ch, attempt, TRUE)) {
send_to_char("You flee head over heels.\r\n", ch);
/* if (FIGHTING(ch)) { */
if (!IS_NPC(ch)) {
/* it don't like it here because of the (FIGHTING) state */
loss = GET_MAX_HIT(FIGHTING(ch)) - GET_HIT(FIGHTING(ch));
loss *= GET_LEVEL(FIGHTING(ch));
gain_exp(ch, -loss);
sprintf(buf, "You just lost %d points from fleeing.\r\n", loss);
send_to_char(buf, ch);
}
/* if (FIGHTING(FIGHTING(ch)) == ch)
stop_fighting(FIGHTING(ch));
stop_fighting(ch);
} */
} else {
act("$n tries to flee, but can't!", TRUE, ch, 0, 0, TO_ROOM);
}
return;
}
}
send_to_char("PANIC! You couldn't escape!\r\n", ch);
}
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