> Which reminds me... my coder is still working on figuring out Multi
> Attacks - as in, one player/mob doing 2/3 attacks per round. Does anyone
> know how that can be done? By my understanding, that is what an ogre can
> do (in some muds, like Perilous Realms, I could do it).
this is an easy one. :)
create the extra skills if you like for pc's, (spello dec's and SKILL_SECOND)
or for mobs i just added in to the mob flags, MOB_SECOND_ATTACK, MOB_THIRD.
this is what my perform_violence and a couple of new ones in fight.c look
like.
-------------------
int skill_is_successful(struct char_data *ch, int skill)
{
int percent;
percent = number(1,101); /* 101 is total failure */
if (percent > GET_SKILL(ch, skill))
return 0;
else
return 1;
}
int extra_attack_successful(struct char_data *ch, int id)
{
if (FIGHTING(ch) == NULL || ch->in_room != FIGHTING(ch)->in_room) {
stop_fighting(ch);
return 0;
}
if (IS_PC(ch)) {
if (skill_is_successful(ch, id))
return 1;
else
return 0;
}
else {
if (MOB_FLAGGED(ch, id))
return 1;
else
return 0;
}
}
/* control the fights going on. Called every 2 seconds from comm.c. */
void perform_violence(void)
{
struct char_data *ch, *leader;
extern struct index_data *mob_index;
struct follow_type *f;
for (ch = combat_list; ch; ch = next_combat_list) {
next_combat_list = ch->next_fighting;
if (FIGHTING(ch) == NULL || ch->in_room != FIGHTING(ch)->in_room) {
stop_fighting(ch);
continue;
}
if (IS_NPC(ch)) {
if (GET_MOB_WAIT(ch) > 0) {
GET_MOB_WAIT(ch) -= PULSE_VIOLENCE;
continue;
}
GET_MOB_WAIT(ch) = 0;
if (GET_POS(ch) < POS_FIGHTING) {
GET_POS(ch) = POS_FIGHTING;
act("$n scrambles to $s feet!", TRUE, ch, 0, 0, TO_ROOM);
}
}
if (GET_POS(ch) < POS_FIGHTING) {
send_to_char("You can't fight while sitting!!\r\n", ch);
continue;
}
hit(ch, FIGHTING(ch), TYPE_UNDEFINED);
if (IS_PC(ch)) {
if (extra_attack_successful(ch, SKILL_SECOND_ATTACK))
hit(ch, FIGHTING(ch), TYPE_UNDEFINED);
if (extra_attack_successful(ch, SKILL_THIRD_ATTACK))
hit(ch, FIGHTING(ch), TYPE_UNDEFINED);
}
else {
if (extra_attack_successful(ch, MOB_SECOND_ATTACK))
hit(ch, FIGHTING(ch), TYPE_UNDEFINED);
if (extra_attack_successful(ch, MOB_THIRD_ATTACK))
hit(ch, FIGHTING(ch), TYPE_UNDEFINED);
}
if (MOB_FLAGGED(ch, MOB_SPEC) && mob_index[GET_MOB_RNUM(ch)].func != NULL)
(mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, "");
}
/* check for autoassist flags */
/* i dont know if this bit works or not, i only just put it in and
havent tested it yet. if anyone sees a possible bug, lemme know
please. :) */
if (IS_PC(ch) && FIGHTING(ch) && IS_GROUPED(ch)) {
if (!(leader=ch->master))
leader = ch;
for (f=leader->followers; f; f=f->next)
if (PRF_FLAGGED(f->follower, PRF_AUTOASS))
if (!FIGHTING(f->follower))
if (FIGHTING(ch) && (IN_ROOM(f->follower) == IN_ROOM(FIGHTING(ch))))
hit(f->follower, FIGHTING(ch), TYPE_UNDEFINED);
else
stop_fighting(ch);
}
}
Hope this helps. Note that in attack_is_successful it checks that the
mpb/player hasnt already fled or died in previous attacks during the
current attack round. As far as I know this works fine, but, knowing
me... :)
Regards,
Greg.
This archive was generated by hypermail 2b30 : 12/18/00 PST