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Question Whirlwind Crashing?

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07 Apr 2023 06:24 #10298 by Barnes
Whirlwind Crashing? was created by Barnes
I dl'd a fresh tbamud to figure out why whirlwind was crashing on my build.  I'm having it crash right out of the box, no modifications. 

same warning in both fresh tba and my build: WARNING: Attempting to remove contents that don't exist in list.
Ideas?

Thanks

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07 Apr 2023 14:30 #10299 by thomas
Replied by thomas on topic Whirlwind Crashing?
Which commands are you using to get to a crash situation? What is the output? (My immediate guess is that there's a dangling event of some kind left over after the death of whatever you attacked, but it's really hard to debug without more info than "i get this error message". ;) )

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07 Apr 2023 17:47 #10300 by Barnes
Replied by Barnes on topic Whirlwind Crashing?
Of course, more so I was trying to say I downloaded a fresh copy of stock TBA, made the imp char, typed whirlwind by some woodlands creatures.

You begin to spin rapidly, etc.
hang for maybe 2 seconds
Crash.

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08 Apr 2023 04:19 #10301 by Nero
Replied by Nero on topic Whirlwind Crashing?
Here is my Whirlwind code that works you'll have to fine tune it obviously
Code:
ACMD(do_whirlwind) {   struct char_data *vict, *next_vict;   int percent, prob, activator = 0, w_wielded_type, dam;   struct obj_data *wielded = WIELDED_WEAPON(ch);   if ((IS_NPC(ch)) && (AFF_FLAGGED(ch, AFF_CHARM))) {     act("$n looks puzzled.", FALSE, ch, 0, 0, TO_ROOM);     return;   }   /* If player is a mob or skill isn't learned, we can't do this. */   if (!GET_TOT_SKILL(ch, SKILL_WHIRLWIND)) {     send_to_char(ch, "%s", NOPROFICIENCY);     return;   }   /* Neither can we do this in a peaceful room */   if (ROOM_FLAGGED(IN_ROOM(ch), ROOM_PEACEFUL)) {     send_to_char(ch, "%s", PEACE_ROOM_WARNING);     return;   }   /* And finally, the show costs 30 moves, so the player must be able to pay */   if (GET_MANA(ch) < BASE_MANA_WHIRLWIND) {     send_to_char(ch, "You don't have the energy to do that just now!\r\n");     return;   }   /* Now we just need to calculate the chance for sucess before we begin. */   percent = rand_number(1, 101);                /* 101% is a complete failure */   prob = GET_TOT_SKILL(ch, SKILL_WHIRLWIND);   if (percent > prob) {     send_to_char(ch, "You fail to complete your whirlwind!\r\n");     act("$n fails to complete $s whirlwind attack!", FALSE, ch, 0, NULL, TO_NOTVICT);     return;   }   else {     if (rand_number(1, 101) < SG_MIN)       skill_gain(ch, SKILL_WHIRLWIND);     /* Find the weapon type (for display purposes only) */     if (wielded && GET_OBJ_TYPE(wielded) == ITEM_WEAPON)       w_wielded_type = GET_OBJ_VAL(wielded, 3) + TYPE_HIT;     else {       if (IS_NPC(ch) && ch->mob_specials.attack_type != 0)         w_wielded_type = ch->mob_specials.attack_type + TYPE_HIT;       else if (IS_MONK(ch))         if (rand_number(0,1))           w_wielded_type = TYPE_PUNCH;         else           w_wielded_type = TYPE_KICK;       else         w_wielded_type = TYPE_HIT;     }     /* Find first target, hit it, then move on to next one */     act("You make a whirlwind attack, wounding ALL of your opponents!", FALSE, ch, 0, NULL, TO_CHAR);     // act("$n attacks widely about, hitting everyone!", FALSE, ch, 0, NULL, TO_NOTVICT);     act("$n explodes into a whirlwind of attacking frenzy.", FALSE, ch, 0, NULL, TO_NOTVICT);     for (vict = world[ch->in_room].people; vict; vict = next_vict) {       next_vict = vict->next_in_room;     /*  We'll leave out immortals, players (for !pk muds) and pets from the         hit list  */       if (vict == ch)         continue;       if (!IS_NPC(vict) && GET_LEVEL(vict) >= LVL_IMMORT)         continue;       if (((IS_NPC(ch)) && (AFF_FLAGGED(ch, AFF_CHARM))) && (!IS_NPC(vict)))         continue;       if (((IS_NPC(ch)) && (!AFF_FLAGGED(ch, AFF_CHARM))) && ((IS_NPC(vict)) && (!AFF_FLAGGED(vict, AFF_CHARM))))         continue;       if (((IS_NPC(ch)) && (AFF_FLAGGED(ch, AFF_CHARM))) && ((IS_NPC(vict)) && (AFF_FLAGGED(vict, AFF_CHARM))))         continue;       if (PC_VS_PC_NOT_ALLOWED(ch, vict))         continue;       if (IS_PC(vict) && IS_PC(ch) && !ROOM_FLAGGED(IN_ROOM(ch), ROOM_ARENA))         continue;       if (!IS_NPC(ch)) {         for (int i = 0; i < NUM_PERK_SLOTS; i++) {           if (GET_PERK_SLOTS(ch, i) == 132)             activator = 1;         }       }       if (activator == 0) {         dam = get_max_damage_per_hit(ch, FALSE);       } else {         dam = (3 * get_max_damage_per_hit(ch, FALSE));       }       GET_TRAILING_DAMAGE(vict) += (int)(double)(dam / 2);       act("You are struck by $N's horrible whirlwind-like attack!", FALSE, vict, 0, ch, TO_CHAR);       damage(ch, vict, dam, w_wielded_type, DEATH_MSG_ATTACKER);     }     GET_MANA(ch)=GET_MANA(ch) - BASE_MANA_WHIRLWIND;   }   if (IS_NPC(ch)) SET_BIT(MSC_FLAGS(ch), MSC_JUST_ATTACKED);   if (activator == 0) {     GET_WAIT_STATE(ch) = 2 * PULSE_VIOLENCE;   } else {     GET_WAIT_STATE(ch) = PULSE_VIOLENCE;   } }
The following user(s) said Thank You: Barnes

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