| Message |
Ok i have had a change of plan slightly with how i would like to to work, now have 1 skill called combo that containes all the possible combinations, with the combo skill being allocated to a player after thay have received the last of the combinable skills.
As i have previously stated i dont know anything about coding in C but what i have done below has come about from reading the code for do_kick\punch and a healer snippit i have here, so please dont flame me to bad, but i do beleive in having a go at it befor i put my hands up and beg for help.
Now i havent tryed to compile this bunch of rubbish as i know there are lots of things missing well i dont realy know im just guessing, so if someone could help me with the mess in the jab jab jab if statment then i think i could complete the rest.
void do_combo(char *argument)
{
char arg[MAX_INPUT_LENGTH];
int sn1,sn2,sn3;
DO_FUN *attack1
DO_FUN *attack2
DO_FUN *attack3
if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) )
{
send_to_char( "You can't concentrate enough for that.\n\r", ch );
return;
}
if ( !IS_NPC(ch)
&& ch->level < skill_table[gsn_combo]->skill_level[ch->class] )
{
send_to_char("You better leave the martial arts to fighters.\n\r", ch );
return;
}
if ( ( victim = who_fighting( ch ) ) == NULL )
{
send_to_char( "You aren't fighting anyone.\n\r", ch );
return;
}
if (!str_cmp(arg,"jab jab jab"))
{
attack1 = spell_smaug
attack2 = spell_smaug
attack3 = spell_smaug
sn1 = skill_lookup("jab");
sn2 = skill_lookup("jab");
sn3 = skill_lookup("jab");
attack1(sn1);
attack2(sn2);
attack3(sn3);
}
if (!str_cmp(arg,"jab jab kick"))
{
}
if (!str_cmp(arg,"jab punch uppercut"))
{
}
else
{
act(AT_PLAIN,"There is no such Combination.'",TO_CHAR);
return;
}
}
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EldhaMUD Game Developments
The_Fury: Lead Developer, Head Coder
http://fury.eldhamud2.org
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