Well one easy way you could do this without an event system (though I do
like the event system I have installed, they're very handy for timed
outputs and whatnot :D) is to declare another int variable in the pcdata
for like "visible_wait" or something, and whenever they cast a spell,
just set that variable to a value equal to how many periods you want
output, then in comm.c, search for the place where the wait_state and
daze counters are decremented, and add in an if check for your
visible_wait counter to decrement and to send_to_char(".", ch);...

Richard Lindsey 

-----Original Message-----
From: Rainer Roomet [mailto:[EMAIL PROTECTED] 
Sent: Tuesday, May 18, 2004 9:05 AM
To: [email protected]
Subject: Re: Visible Delays

Hello Everyone.

To Richard: Nod you are right. Some clients dosen't support this feature
but 
I made player can turn ON/OFF their visible wait_state. Default is OFF
:)

To Sandi Fallon: very good, it must be just like you describe.

And I am seen this feature in others MUD too and I like it :)

And share your code, brains and coding skills with me :)))))


How will you handle:

>cast 'armor'

You begin to utter some strange incantations...
You feel someone protecting you.
...
A Cityguard arrives.
.....

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