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Question Affect duration from skills

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10 Jan 2022 20:35 #9972 by h3dg3hug
I have a "gouge" skill that occassionally blinds the opponent if they aren't wearing headgear. I don't want the blind to be permanent, just for a few combat rounds. I took either do_kick or do_bash (i don't remember which) and modified it for the new do_gouge.
Relevant code from act.offensive.c:

ACMD(do_gouge)
{
  char arg[MAX_INPUT_LENGTH];
  struct char_data *vict;
  struct affected_type af;
  int percent, prob;
  if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_GOUGE)) {
    send_to_char(ch, "You have no idea how.\r\n");
    return;
  }
  one_argument(argument, arg);
  if (!(vict = get_char_vis(ch, arg, NULL, FIND_CHAR_ROOM))) {
    if (FIGHTING(ch) && IN_ROOM(ch) == IN_ROOM(FIGHTING(ch))) {
      vict = FIGHTING(ch);
    } else {
      send_to_char(ch, "Gouge who?\r\n");
      return;
    }
  }
  if (vict == ch) {
    send_to_char(ch, "That is not a great idea...\r\n");
    return;
  }
  /* 101% is a complete failure */
  percent = ((10 - (compute_armor_class(vict) / 10)) * 2) + rand_number(1, 101);
  prob = GET_SKILL(ch, SKILL_GOUGE);
  if (AFF_FLAGGED(ch, AFF_HIDE)) {
    prob = (prob + ((GET_SKILL(ch, SKILL_GOUGE)) / 4));
  }
  if (percent > prob) {
    damage(ch, vict, 0, SKILL_GOUGE);
  } else if (prob >= percent) {
    damage(ch, vict, GET_LEVEL(ch) / 2, SKILL_GOUGE);
    if (!AFF_FLAGGED(vict, AFF_BLIND))
    {
      if (MOB_FLAGGED(vict, MOB_NOBLIND) || GET_LEVEL(vict) >= LVL_IMMORT) {
        send_to_char(ch, "Your opponent cannot be blinded.\r\n");
      } else if (GET_EQ(vict, 6) != NULL) {
        send_to_char(ch, "Your victim's headwear prevents you from blinding them.\r\n");
      } else {
        new_affect(&af);
        af.spell = SKILL_GOUGE;      
        af.location = APPLY_HITROLL;
        af.modifier = -3;
        af.duration = PULSE_VIOLENCE * 4;
        SET_BIT_AR(af.bitvector, AFF_BLIND);
        affect_to_char(vict, &af);
        new_affect(&af);
        af.spell = SKILL_GOUGE;
        af.location = APPLY_AC;
        af.modifier = 20;
        af.duration = PULSE_VIOLENCE * 4;
        SET_BIT_AR(af.bitvector, AFF_BLIND);
        affect_to_char(vict, &af);
        GET_WAIT_STATE(vict) = PULSE_VIOLENCE * 3;
        act("\tgYou temporarily \tWblind\tg $N\tn.", FALSE, ch, 0, vict, TO_CHAR);
        act("\tg$N is temporarily \tWblinded\tn.", TRUE, ch, 0, vict, TO_NOTVICT);
        //act("\tgYou viciously gouge $N's face, blinding him!\tn.", FALSE, ch, 0, vict, TO_CHAR);
      }
    }
  }
  GET_WAIT_STATE(ch) = PULSE_VIOLENCE * 2;
}

As it sits now, the blind lasts 80-something hours. I can't figure out where that's coming from, but my guess it that it has to do with PULSE_VIOLENCE?
Forgive me, C isn't my native language. I'm really hacking things together through a combination of snippets, docs, and inference from reading the code, with help from VS Code's "Peek Definition" context option.
Any thoughts on how to set a proper affect duration are greatly appreciated =)

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11 Jan 2022 21:19 #9973 by thomas
Replied by thomas on topic Affect duration from skills
PULSE_VIOLENCE is used exclusively for wait_states.
Durations are in "in-game hours", so it figures the results are a little off.

What you are trying to achieve will require events instead. Have a look at the whirlwind function for an idea about how. Also, there's something in the docs, iirc.

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