There server gives me an error when I try and boot. I talks about expecting E/A/# after numerical constant. Does anyone have any ideas on how this works. I mainlyjust code, and have never build any objects or anything before. I must be missing something.
#666
Bowcaster~
Chewbacca's Bowcaster~
A Bowcaster once wielded by the Great Chewbacca has been left here.~
~
5 65539 8193
0 15 20 12
0 5000000 350000000
E
bowcaster~
A Bowcaster once wielded by the Great Chewbacca has been left here.
~
A
19 25
18 30
$
Thanks,
Wookie
From Tyler_Wilhite@clr.com 24 Jul 96 12:57:10 EDT
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From: Tyler Wilhite/FASTTAX <Tyler_Wilhite@clr.com>
To: circle <circle@pvv.ntnu.no>
Subject: Multiple attacks
Date: Wed, 24 Jul 96 12:57:00
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---------------------- Forwarded by Tyler Wilhite/FASTTAX on 07/24/96 12:47 PM
---------------------------
Tyler Wilhite
07/18/96 12:15 PM
To: pt94jpi @ jupiter.pt.hk-r.se (The Arrow) @ INTERNET
cc:
Subject: Re: Multiple Attacks
I have almost everything working for multiple attacks, but I don't see why you
put the extra int attack in the hit function. Do you have a loop in the hit
function or what. And, how do you pass the correct number of attacks in the
heartbeat function? I don't see how that is going to work, I'm sure it does,
but I guess it's alittle beyond me. I would appreciate your help.
I want it so there will be multiple attacks per round, I like this method of
going about it, but, I'm not quite sure how to make it work, I have put in the
code.. I have change every instance of the attacks, I have put in 1 attack
everywhere in the source that needs to be, so of course everyone only gets one
attack. How can I make it so there is more than one attack per round?
Tyler
This is how I implemented multiple attacks on my mud:
When you call perform_violence() (in the heartbeat() function in pl11),
call it once for each attack you have with the attack number as argument, ie:
perform_vilence(1); /* for attack #1 */
perform_vilence(2): /* for attack #2 */
/* and so on... */
And my perform_violence() looks something like this (taken from head):
void perform_violence(int attack)
{
/* variable declaration */
struct char_data *ch;
for (ch = combat_list; ch; ch = ch->next_fighting)
{
/* misc stuff to check positions and such */
/* the old hit() statement */
/* hit(ch, FIGHTING(ch), TYPE_UNDEFINED); */
switch (attack)
{
case 1:
percent = number(1, 101);
prob = GET_SKILL(ch, SKILL_ATTACK1);
if (percent > prob)
{
hit(ch, FIGHTING(ch), TYPE_UNDEFINED,
attack);
}
break;
case 2:
percent = number(1, 101);
prob = GET_SKILL(ch, SKILL_ATTACK1);
if (percent > prob)
{
hit(ch, FIGHTING(ch), TYPE_UNDEFINED,
attack);
}
break;
/* and so on */
}
}
}
As you can see, I added a new argument to the hit() function, the attack
number.
Well, I hope this makes some sense and helps some of you out there :)
/ Joachim Pileborg
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