On Sun, 24 Sep 1995, Michael K. Lee wrote:
>
> >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?
An easy way to do this would be to declair a char_data * variable and
before calling do_simple_move assign FIGHTING(ch) to that variable. Then
go through and replace FIGHTING(ch) with that variable after the
do_simple move call.
> 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;
struct char_data *enemy = FIGHTING(ch);
> if (!enemy) {
> 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 (enemy) {
>
> if (!IS_NPC(ch)) {
>
>
> loss = GET_MAX_HIT(enemy) - GET_HIT(enemy);
> loss *= GET_LEVEL(enemy);
> gain_exp(ch, -loss);
> sprintf(buf, "You just lost %d points from fleeing.\r\n", loss);
> send_to_char(buf, ch);
> }
> if (FIGHTING(enemy) == ch)
> stop_fighting(enemy);
> 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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