Re: [Circle] attacks after fleeing

From: Thomas Pedersen (classic@cloud9.net)
Date: 07/31/96


An event driven system will take care of that. (which stock circle should
have.) IMHO. Also far more realistic....it's worth the effort.

KTP.


> currently players on our mud have problems following a mob right after 
> it flees or executing a skill (kick bash, spell whatever) and hitting the
> mob after it flees, i am assuming it has to do with the pulse_violence
> timing which is currently 2 seconds..is there a way to stop these little
> inconsistancies without cutting down the time of the pulse violence?
> Not sure where to even start looking for this one
> 
> Ghost the Neophyte C coder
> 
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