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Question How to Add a Mob Flag

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11 Jun 2012 01:20 #17 by Rumble
How to Add a Mob Flag was created by Rumble
Below is an example of how you can add/modify a mob flag. After initially creating a new NOKILL flag I changed my mind and instead renamed NOBASH to NOKILL and added checks to prevent attacking and spell casting. The only thing I left out was protection from triggers.
Code:
Index: fight.c =================================================================== --- fight.c (revision 197) +++ fight.c (working copy) @@ -682,8 +682,9 @@ return (0); } - /* shopkeeper protection */ - if (!ok_damage_shopkeeper(ch, victim)) + /* shopkeeper and MOB_NOKILL protection */ + if (!ok_damage_shopkeeper(ch, victim) || MOB_FLAGGED(victim, MOB_NOKILL)) { + send_to_char(ch, "This mob is protected.\r\n"); return (0); + } /* You can't damage an immortal! */ Index: structs.h =================================================================== --- structs.h (revision 197) +++ structs.h (working copy) @@ -181,44 +181,44 @@ #define MOB_NOSUMMON 14 /**< Mob can't be summoned */ #define MOB_NOSLEEP 15 /**< Mob can't be slept */ -#define MOB_NOBASH 16 /**< Mob can't be bashed (e.g. trees) */ +#define MOB_NOKILL 16 /**< Mob can't be bashed (e.g. trees) */ #define MOB_NOBLIND 17 /**< Mob can't be blinded */ #define MOB_NOTDEADYET 18 /**< (R) Mob being extracted */ /** Total number of Mob Flags; it should be 1 less than MOB_NOT_DEADYET */ Index: constants.c =================================================================== --- constants.c (revision 197) +++ constants.c (working copy) @@ -187,7 +187,7 @@ "NO_CHARM", "NO_SUMMN", "NO_SLEEP", - "NO_BASH", + "NO_KILL", "NO_BLIND", "DEAD", /* You should never see this. */ "\n" Index: spell_parser.c =================================================================== --- spell_parser.c (revision 200) +++ spell_parser.c (working copy) @@ -212,6 +212,10 @@ act("White light from no particular source suddenly fills the room, then va nishes.", FALSE, caster, 0, 0, TO_ROOM); return (0); } + if (cvict && MOB_FLAGGED(cvict, MOB_NOKILL)) { + send_to_char(caster, "This mob is protected.\r\n"); + return (0); + } /* determine the type of saving throw */ switch (casttype) { case CAST_STAFF: Index: act.offensive.c =================================================================== --- act.offensive.c (revision 197) +++ act.offensive.c (working copy) @@ -294,12 +294,13 @@ send_to_char(ch, "Aren't we funny today...\r\n"); return; } + if (MOB_FLAGGED(vict, MOB_NOKILL)) { + send_to_char(ch, "This mob is protected.\r\n"); + return; + } percent = rand_number(1, 101); /* 101% is a complete failure */ prob = GET_SKILL(ch, SKILL_BASH); - if (MOB_FLAGGED(vict, MOB_NOBASH)) - percent = 101; - if (percent > prob) { damage(ch, vict, 0, SKILL_BASH); GET_POS(ch) = POS_SITTING;

Rumble
The Builder Academy
tbamud.com 9091
rumble@tbamud.com

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