John Evans wrote:
[snip]
> When the sun comes up, loop through the character list and if you find a
> mob that is flagged MOB_SHADOW do:
>
> act("$n screams and fades away as the sun hits $e!",
> FALSE, ch, 0, 0, TO_ROOM);
> char_from_room(ch);
> extract_char(ch);
You can't call extract_char right after calling char_from_room,
because extract char will error out, complaining about extracting
a character from NOWHERE:
SYSERR: NOWHERE extracting char. (handler.c extract_char)
I'd also like to isolate this to a special procedure, rather
than setting a bit for all mobs. When I call die(), raw_kill(),
or extract_char() on the mob in the room, it causes the mud to
crash. I'm having trouble though, seeing how this is different
from when a mob dies in battle. (And that works ok) Obviously
I'm missing something, as combat works, but this proc doesn't.
Anyone tried to have a spec_procs mob destroy itself?
Jared
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