Hello Everyone.

You mean this event system: wait_act; wait_function etc ?

If yes then I already have it :)


From: "Richard Lindsey" <[EMAIL PROTECTED]>
To: "Rainer Roomet" <[EMAIL PROTECTED]>,<[email protected]>
Subject: RE: Visible Delays
Date: Tue, 18 May 2004 09:32:47 -0500

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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