Wouldn't it make more sense to stop the fighting b4 putting the mob to
sleep? I'm no coder, just a logical observation.
Tom Dailey
Gore - IMP
ZombieMUD
zombie.iglou.com 2150
On Fri, 5 Jul 1996, Mud Admin wrote:
>
> I made sleep castable in combat, and I want it to work out so that if
> your target was put to sleep combat stops. It sorta works.
>
> However, the target that should be asleep is not. Not really, they are
> affected by sleep for the correct duration, but they do not actually
> 'fall asleep' as it were. They can look around, and move and so forth.
>
> <code to follow>
>
> case SPELL_SLEEP:
> if (!pk_allowed && !IS_NPC(ch) && !IS_NPC(victim))
> return;
> if (IS_UNDEAD(victim) || MOB_FLAGGED(victim, MOB_NOSLEEP)) {
> send_to_char("Your magic seems ineffective!\r\n", ch);
> return;
> }
> if (mag_savingthrow(victim, savetype)) {
> send_to_char("Your magic seems ineffective!\r\n", ch);
> return;
> }
> dam = dice(0, 100);
>
> if ((IS_HALF(victim) && (dam <= 30)) || (IS_ELF(victim) && (dam <=
> 90)) ) {
> send_to_char("Your elven blood prevents the spell from affecting
> you.\r\n", victim);
> send_to_char("Your magic seems ineffective!\r\n", ch);
> return;
> }
>
> af[0].duration = 4 + (GET_LEVEL(ch) >> 2);
> af[0].bitvector = AFF_SLEEP;
>
> if (GET_POS(victim) > POS_SLEEPING) {
> act("You feel very sleepy... Zzzz......", FALSE, victim, 0, 0,
> TO_CHAR);
> act("$n goes to sleep.", TRUE, victim, 0, 0, TO_ROOM);
> GET_POS(victim) = POS_SLEEPING;
> }
> if (FIGHTING(victim)) {
> stop_fighting(victim);
> stop_fighting(ch);
> }
> break;
>
>
> Anyone got any useful insights?
>
> --Ziz, NetShamen
>
>
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