Fighting System

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22 Apr 2010 - 08:362516
Fighting System
Hello, this is my first post. I would like to get an answer here :)

I have been developing a text mud in Korean based on Tba 3.61 release.

However, I didn't change anything about fighting system yet.

After I was dead by a mob, the fighting system took me out. just be quited.

So.. here is my question.

How do I prevent quitting and define a new place like recovery room?

Any suggestion or answer of it?

ps. let me know where I can download these patches below.
8: Assembly Edit Code version 1.1
10: Weapon Skill/Skill Progression version 1.3
12: Vehicle Code version 2.0 (2003/10/01)
14: Object Damage/Material Types version 1.3
17: Patch list version 1.3 (2003/08/27)
18: Portal Object/Spell version 1.3 (2003/09/13)
24: Seelight version 1.1 (2003/06/22)
30: Dupecheck version 1.0 (2003/12/07)
32: Remove color question version 1.0 (2004/9/27)
36: Max_in_room version 1.2 (2007/02/13)

Thanks in advance.



Last edited by lscca (22 Apr 2010 - 08:40)
22 Apr 2010 - 22:172526
Fighting System
Quote lscca:

How do I prevent quitting and define a new place like recovery room?

In the function raw_kill it is decided what to do when people are killed. As standard, extract_char() is called.
If you want to do something else to the player, do it here:
void raw_kill(struct char_data * ch, struct char_data * killer)
{
  if (FIGHTING(ch))
    stop_fighting(ch);

  while (ch->affected)
    affect_remove(ch, ch->affected);

  /* To make ordinary commands work in scripts.  welcor*/
  GET_POS(ch) = POS_STANDING;

  if (killer) {
    if (death_mtrigger(ch, killer))
      death_cry(ch);
  } else
    death_cry(ch);

  if (killer)
    autoquest_trigger_check(killer, ch, NULL, AQ_MOB_KILL);

  update_pos(ch);

  make_corpse(ch);
-  extract_char(ch);
+ // whatever you want
+ char_from_room(ch);
+ char_to_room(ch, STORAGE_ROOM);

  if (killer) {
    autoquest_trigger_check(killer, NULL, NULL, AQ_MOB_SAVE);
    autoquest_trigger_check(killer, NULL, NULL, AQ_ROOM_CLEAR);
  }
}

Quote lscca:

ps. let me know where I can download these patches below.
8: Assembly Edit Code version 1.1
10: Weapon Skill/Skill Progression version 1.3
12: Vehicle Code version 2.0 (2003/10/01)
14: Object Damage/Material Types version 1.3
17: Patch list version 1.3 (2003/08/27)
18: Portal Object/Spell version 1.3 (2003/09/13)
24: Seelight version 1.1 (2003/06/22)
30: Dupecheck version 1.0 (2003/12/07)
32: Remove color question version 1.0 (2004/9/27)
36: Max_in_room version 1.2 (2007/02/13)

Thanks in advance.

No idea. Most of those I've never heard of.


__________________
You know who I am.
22 Apr 2010 - 23:302527
In old circlemud
The Tbamud is a circlemud based.. and in the old ftp site has some contrib codes...


With some modifications can work in tba...


http://www.circlemud.org/pub/CircleMUD/contrib/code/


[]'s from Brazil


__________________
Stoneheart from Brazil! =)
Projeto BrMUD!
http://brmud.com.br
22 Apr 2010 - 23:432528
That looks like the version command from CWG. You could rip most of those out of the appropriate CWG release.


__________________
Rumble
The Builder Academy
tbamud.com 9091
23 Apr 2010 - 05:082530
Fighting System
In the function raw_kill it is decided what to do when people are killed. As standard, extract_char() is called.
If you want to do something else to the player, do it here:
void raw_kill(struct char_data * ch, struct char_data * killer)
{
  if (FIGHTING(ch))
    stop_fighting(ch);

  while (ch->affected)
    affect_remove(ch, ch->affected);

  /* To make ordinary commands work in scripts.  welcor*/
  GET_POS(ch) = POS_STANDING;

  if (killer) {
    if (death_mtrigger(ch, killer))
      death_cry(ch);
  } else
    death_cry(ch);

  if (killer)
    autoquest_trigger_check(killer, ch, NULL, AQ_MOB_KILL);

  update_pos(ch);

  make_corpse(ch);
-  extract_char(ch);
+ // whatever you want
+ char_from_room(ch);
+ char_to_room(ch, STORAGE_ROOM);

  if (killer) {
    autoquest_trigger_check(killer, NULL, NULL, AQ_MOB_SAVE);
    autoquest_trigger_check(killer, NULL, NULL, AQ_ROOM_CLEAR);
  }
}


It works! Thanks.

I was thinking why the tbaMud set quit command when players die...


23 Apr 2010 - 05:112531
In old circlemud
Quote stoneheart:
The Tbamud is a circlemud based.. and in the old ftp site has some contrib codes...


With some modifications can work in tba...


http://www.circlemud.org/pub/CircleMUD/contrib/code/


[]'s from Brazil


Thanks but...

I have already searched the website.

there are a great amount of patches themselves.

Honestly, too old codes... some of them were not useful because the tbaMud include a few


23 Apr 2010 - 05:152532
Quote Rumble:
That looks like the version command from CWG. You could rip most of those out of the appropriate CWG release.


Yes, you are right.

I just captured them on your reply before..

And I surfed the Internet. found few of them for patching.

Do you know where I can download those patches?


23 Apr 2010 - 22:022539
They don't exist as stand alone patches that I know of, sorry. You would have to download CWG and pull them out manually.


__________________
Rumble
The Builder Academy
tbamud.com 9091
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