Re: "Ranged" attacks?

From: PitLord (pitlord@sunspot.tiac.net)
Date: 04/22/96


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Eric Ogren (PitLord)
pitlord@tiac.net
SysOp of OlympusNet -- (508)897-7594
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On Sun, 21 Apr 1996, Sammy wrote:

> Yeah you can initiate combat when the participants are in different rooms 
> (try "at jupiter kill jupiter" to see this in action), but unless you 
> change the combat code, if the archer initiates combat from a distance, 
> the target player can fight back with a club or dagger or whatever 
> they're wielding.

That's what I figured...

> 
> There are two ways to deal with this that I can think of.  One is to make 
> a spec_proc for archers so every so often they check to see if any evil 
> players are in range, and if so fire an arrow or volley of arrows at that 
> location without initiating combat.

Hmm..what's the command to do that? I'm kinda a newbie at this..I know 
hit starts combat, but what about hitting without starting?
> 
> The other way is to have them initiate combat (guess you'll still need a 
> spec_proc for this), but change the combat system to require the use of 
> ranged weapons to fight over a distance.

I thought of that, I was just wondering if there were easier solutions :).
> 
> I've been working on a zone with a simple spec_proc that hurls arrows, 
> oil, stones, and insults at anyone foolish enough to stand at the gates 
> of the city I'm building.  All it will do is check for any PC's standing 
> in a certain room and for NPC guards to be on the walls, and if both 
> conditions are met, the PC's will randomly be pelted by the various missiles.
> 

Ok, thanks for your help.



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