Check do_steal() in act.other.c.
Put a check just after the target has been determined.
if (MOB_FLAGGED(vict, MOB_NOSTEAL)) {
send_to_char(ch, "You failed.");
/* or maybe let the mob attack the player when he try it */
hit(ch, vict, TYPE_UNDEFINED);
return;
}
That should do it I think :)
-Johan
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