Register forum user name Search FAQ

Gammon Forum

Notice: Any messages purporting to come from this site telling you that your password has expired, or that you need to verify your details, confirm your email, resolve issues, making threats, or asking for money, are spam. We do not email users with any such messages. If you have lost your password you can obtain a new one by using the password reset link.

Due to spam on this forum, all posts now need moderator approval.

 Entire forum ➜ SMAUG ➜ SMAUG coding ➜ A tog kill option

A tog kill option

It is now over 60 days since the last post. This thread is closed.     Refresh page


Posted by Rob Harper   (108 posts)  Bio
Date Sat 05 Jul 2003 07:01 AM (UTC)
Message
Hey guys I was wonderng how can I make a tog option ie they type toggle or just tog and when fighting if toggeled to spare they will simply stun the player, ie the fight would stop around say 1? and umm how can I make it so people die around -5? but if around -4 they can regen up?


Thanks
Top

Posted by Meerclar   USA  (733 posts)  Bio
Date Reply #1 on Sun 06 Jul 2003 02:58 AM (UTC)
Message
Hrm..... SMAUG may have a subdue combat option that can render the enemy unconscious instead of killing them. As for the regen question, stock code should allow healing from anywhere above -10 hps, -10 being fatal but as I recall, the code is slightly glitchy in that anything below -10 that isnt fatal will never kill or regen. Granted, there arent a lot of ways to do that but it is possible.

Meerclar - Lord of Cats
Coder, Builder, and Tormenter of Mortals
Stormbringer: Rebirth
storm-bringer.org:4500
www.storm-bringer.org
Top

Posted by Rob Harper   (108 posts)  Bio
Date Reply #2 on Sun 06 Jul 2003 05:18 AM (UTC)
Message
Hmmm I see, after much searching I'm still at ground zero...I plan a pretty sweet use for the stop of a pkill if togged, ..but dont know how to make a function that would stop an attacking if togged to spare in a player to player fight.
Top

Posted by David Haley   USA  (3,881 posts)  Bio
Date Reply #3 on Tue 08 Jul 2003 05:18 AM (UTC)
Message
I believe you would add a check to the damage function. If damage is enough to kill the victim (if damage > victim->hit I think), and the attacker is toggled (IS_SET(ch->act, PLR_TOGGLE) or whatever) then simply cap the damage at victim's hitpoints, and do whatever fancy ending you want.

David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone

http://david.the-haleys.org
Top

The dates and times for posts above are shown in Universal Co-ordinated Time (UTC).

To show them in your local time you can join the forum, and then set the 'time correction' field in your profile to the number of hours difference between your location and UTC time.


15,317 views.

It is now over 60 days since the last post. This thread is closed.     Refresh page

Go to topic:           Search the forum


[Go to top] top

Information and images on this site are licensed under the Creative Commons Attribution 3.0 Australia License unless stated otherwise.