This is what i did, because the sneaky chars can set their wimpy to 50%,
and then go in nd backstab, the first attack by the mob will cause a flee
to happen because of their wimpy, it doesnt check for a wait state...
Ghost Shaidan, ?able Sanity porsche.ag.net 4000
On Tue, 4 Feb 1997, Johan Dustler wrote:
> > From: Mental <kjek@excalibur.onate.nmhs.edu>
> >
> > I want to limit the amount of times you can backstab a mob. The backstab
> > flee, backstab flee loop is something I wish to avoid. I have an idea on
> > how to do this. I think that if you backstab a mob, then it should gain
> > the aware bit until reboot/death. Sorta like: You stuck a knife in my
> > back... NOBODY gets behind me now. Anybody know how to do this? Or has
> > someone already written code that does it that they would like to share.
> >
>
> To make a mob aware just add SET_BIT(MOB_FLAGS(victim), MOB_AWARE)
> to the function hit() act.offensive.c.
>
> if (type == SKILL_BACKSTAB) {
> dam *= backstab_mult(GET_LEVEL(ch));
> damage(ch, victim, dam, SKILL_BACKSTAB);
>
> /*add here*/
>
> } else
> damage(ch, victim, dam, w_type);
> }
>
>
> You could also set a waitstate on the backstabber. If you add
> WAIT_STATE(ch, PULSE_VILOENCE) just after the line:
>
> prob = GET_SKILL(ch, SKILL_BACKSTAB);
>
> the backstabber won't be able to do anything for 2 fight rounds
> no matter if it is a miss or hit.
>
> -Johan
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