Crossfire Mailing List Archive
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

attack_movement fix



-----BEGIN PGP SIGNED MESSAGE-----


There is a bug in the attack movement code.

I've fixed it but...

I don't know how to produce a patch file and I don't know where to
send the patch. So if some kind soul would tell me...

Also, the hit-run attack mode appears not to work because there is 
such a long delay between hitting and running -- the monster gets
25 hits before running 25 moves, then comes back for more.

I think this is too much, but then it really should be a variable.

My child-thieves now rush up hit a few times and run away real fast.
then they follow the character around, rush up again... 8-)

One should be able to specify how much hitting and how much running
a monster does in a map or archetypes.

How should I handle this?

Suggestions?

These attack modes are so cool that I seriously wonder why they havn't
been used in any archetypes or maps?????

- -- 
- ---
**********************T***H***E***L***E***M***A**********************
 44. For pure will, unassuaged of purpose, delivered from the lust of
    result, is every way perfect. -- LIBER AL vel LEGIS
******************************IN*LVX*********************************
Stephen Wray <stephen.wray@vuw.ac.nz>

-----BEGIN PGP SIGNATURE-----
Version: 2.6.i

iQCVAgUBMNcaCCt7qh9JVcfZAQEqywP+KXBnUC2cx+D3p8RY926RGrwKObo7D4dU
XrtmRtYDAI8+l+efYvujtlS0fP633fnbVtWEenhMnBj6LH1aJ/IBj+5VoftHSGtD
DMMl51KnWfQe71bN8jmpKfVGMUGf15m4AUpg7BBVTfktFU1SaBJwzwYxQ42Au5xB
4edjTyXUA6g=
=qV6z
-----END PGP SIGNATURE-----