Re: object procs

From: Daniel Staudt (
Date: 12/13/99

>From: Jason Beeland <>
>Reply-To: Circle Discussion List <>
>Subject: object procs
>Date: Thu, 9 Dec 1999 21:56:43 -0500
>Hi all, i was wondering if any of you could point me to an existing
>or give me a tip for this problem.
>I want to make a weapon that will do something special when a pc kills a
>with it.  Like maybe
>cast an animate dead spell on the corpse.  And then if it hasn't killed
>anything in a while, it would moan about being hungry.
>I figure I'll just use the GET_OBJ_TIMER(weapon) member to count down till
>it complains about being hungry, but I'm
>not sure how to make it reset the timer when it kills a creature, and I'm
>also not sure how to make it cast the effect.
>I figure i could make a special case check for it in fight.c in the
>function, but i'd really rather find a better
>way to do it if one exists.  Thanks for the help.
>Veritus Silverun
>  port 7777
>(still in extremely early stages, stock zones, but lots of code stuff in)

IMO the best way to do it is the similar to mob programs and dg scripts.
simply make a 'on_death' function and stick in the die function. then
on_death checks for special cases like a re animate weapon or 'ghost'

Daniel Staudt <>
~* I Don't Build I Re-Build *~
ICQ UIN# <14148959>

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