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Fledgling

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Posts11
JoinedMay 26, 2011
Hi! thanks for the answer, the problema is fixed.
now I have another problema:
the spell 'high explosive', has a bug that does not allow to start a fight using that spell.
Does not start the fight, or starts but does not hurt, as if he had sent the command to kill.
the code here , any idea to solve this problem?
I'm sorry for my f****** english :/
now I have another problema:
the spell 'high explosive', has a bug that does not allow to start a fight using that spell.
Does not start the fight, or starts but does not hurt, as if he had sent the command to kill.
the code here , any idea to solve this problem?
I'm sorry for my f****** english :/
void spell_high_explosive( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; int pmove; int i; int max; dam = number_range( level/2, 100 ); pmove = ch->move / 10; ch->move -= 3*pmove; dam += 6 * pmove ; max = ch->level*5 + 300; if (ch->max_move > max ) ch->max_move-=10; if ( saves_spell( level, victim ) ) dam = (dam*2)/3; if (ch->in_room) { victim=ch->in_room->people; while (victim) { if (victim->fighting == ch) { damage( ch, victim, dam, sn ); if (ch->pcdata) { for (i=0;i<ch->pcdata->remorts;i++) { if (victim->fighting) damage( ch, victim, dam, sn ); } } } victim=victim->next_in_room; } } return; }

Gunner,
It is looking for a victim the caster is fighting. Remove the fighting check if u want but then it will hit all players even if grouped unless u add a check for that.
Side note, why are you using Merc 2.2? Heh, I know you like it I'm sure. Just much more modern codebases that are more robust out there.
It is looking for a victim the caster is fighting. Remove the fighting check if u want but then it will hit all players even if grouped unless u add a check for that.
Side note, why are you using Merc 2.2? Heh, I know you like it I'm sure. Just much more modern codebases that are more robust out there.
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