Only thing I could think to do was to put in the do_say (or what ever else
you wish to keep them from doing) a line like
if(SECT(ch->in_room) == SECT_UNDERWATER ){
send_to_char("Huh?!?",ch);
return;
}
then in the point_update() add
if(SECT(i->in_room) == SECT_UNDERWATER )
if(damage(i, i, 2/*make this how much damage you want them to take*/,
TYPE_SUFFERING) == -1)
continue;
----- Original Message -----
From: Brandon Phelps <brando@EMPYRIAL.COM>
To: <CIRCLE@post.queensu.ca>
Sent: Monday, December 20, 1999 2:14 PM
Subject: Underwater Drowning
> Hi everyone,
> I'm new to the list and would just like to know if there are any snippets
or
> anything explaining how to set up underwater drowning so that If a player
> enters a room that has the UNDERWATER flag he starts to drown and can't
> talk. Any help would be appreciated.
>
> Thanks
> Brandon (ApolloMud - apollomud.dhs.org port 4000)
>
> ------------------------------
> brando@empyrial.com
> http://www.empyrial.com/brando
>
>
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