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Question Area damage with a skill

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22 Nov 2016 20:05 - 22 Nov 2016 20:22 #6292 by JTP
Area damage with a skill was created by JTP
Hi

I would like to make a skill that does a one time area damage and hit everyone in the room. Is there a way to do that ?

Not a area spell :)
Last edit: 22 Nov 2016 20:22 by JTP.

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22 Nov 2016 20:40 #6293 by Halenbane
Replied by Halenbane on topic Area damage with a skill
You may use the Whirlwind skill for some inspiration

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22 Nov 2016 20:48 #6295 by WhiskyTest
Replied by WhiskyTest on topic Area damage with a skill
Yeah also the Earthquake spell

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22 Nov 2016 20:50 #6296 by JTP
Replied by JTP on topic Area damage with a skill
Im not making a spell, but a skill for a barbarian

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22 Nov 2016 20:52 - 22 Nov 2016 20:52 #6297 by JTP
Replied by JTP on topic Area damage with a skill
Whirlwind goes on and on until nothing else to hit.


I just need this skill to do a one time damage to everyone. Then player needs to use the skill again, if he wants more done.
Last edit: 22 Nov 2016 20:52 by JTP.

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22 Nov 2016 21:59 #6302 by WhiskyTest
Replied by WhiskyTest on topic Area damage with a skill
Skills are just spells that don't use the mana casting bits and pieces..

I'd just plagiarize the earthquake spell like this:

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Code:
void awesome_barbarian_skill(int level, struct char_data *ch) { struct char_data *tch, *next_tch; const char *to_char = NULL, *to_room = NULL; if (ch == NULL) return; to_char = "You channel the power of Crom and unleash a violent forcewave!"; to_room ="The veins on $n's head and neck bulge as the power of Crom explodes from $e!"; if (to_char != NULL) act(to_char, FALSE, ch, 0, 0, TO_CHAR); if (to_room != NULL) act(to_room, FALSE, ch, 0, 0, TO_ROOM); for (tch = world[IN_ROOM(ch)].people; tch; tch = next_tch) { next_tch = tch->next_in_room; /* The skips: 1: the caster * 2: immortals * 3: if no pk on this mud, skips over all players * 4: pets (charmed NPCs) * 5: other players in the same group (if the spell is 'violent') */ if (tch == ch) continue; if (!IS_NPC(tch) && GET_LEVEL(tch) >= LVL_IMMORT) continue; if (!CONFIG_PK_ALLOWED && !IS_NPC(ch) && !IS_NPC(tch)) continue; if (!IS_NPC(ch) && IS_NPC(tch) && AFF_FLAGGED(tch, AFF_CHARM)) continue; if (!IS_NPC(tch) && GROUP(ch) && GROUP(ch) == GROUP(tch)) continue; /* Doesn't matter if they die here so we don't check. -gg 6/24/98 */ damage(whatever the stock damage code is); // whatever other cool stuff should happen } }

That's the guts of the damage-to-all-in-room, just tidy up the damage() call - I can't remember what stock damage is haha..
Then add in skill checks and definitions like the other skills have

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