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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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