Under stock ROM this wouldn't happen, as the spell is fired off immediately and there's no threading.
I can assume you've changed your code from: c 'armor' spell execution spell lag to: c 'armor' spell lag spell execution So, basically when 'spell lag' is occurring another mob enters the room. Take the target character and record the pointer to something in the caster char_data info: ch->spell_target = victim; (add this as a CHAR_DATA *) Then when the spell executes, validaate ch->spell_target is legal (it could have been extracted) and then use it instead of whatever you are using now. If I understand the problem correctly, something in this fashion should resolve the problem. Jason > -----Original Message----- > From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] > Sent: Thursday, January 02, 2003 11:04 PM > To: [email protected] > Subject: Moving characters into rooms... > > > Currently when a monster enters a room it is set at the to of > the list. Lets say you were trying to cast a spell at the > first monster, and only > monster that was in the room, (and you weren't in combat > yet), suddenly the > same type of monster type comes in, and you cast the spell - > it would hit the > monster that just came in. What I want to do is make the > monster appear under > the current monster so you don't target the new one. > If you do not understand what I'm talking about I'll try to > explain it again. I'm not sure how to do this, but I think > its something with char to room, but > I do not fully understand it. > Thanks > > -- > ROM mailing list > [email protected] > http://www.rom.org/cgi-bin/mailman/listinfo/rom >

