/*
* Forces a mobile to take its turn.
*/
void mobile_turn (CHAR_DATA * ch)
{
CHAR_DATA * vch, * list;
vch = ch;
for (list = ch->in_battle->unit_list; list != NULL; list = list->next_in_battle)
{
if (!is_same_group (ch, list))
{
if (vch == ch)
vch = list;
else if (vch != ch && number_percent () < 45)
vch = list;
else continue;
}
}
/*
* I'm leaving this at just attack for obvious reasons.
* Be creative, will ya?
*/
if (vch == ch)
clean_combat (ch->in_battle);
else
do_attack (ch, vch->name);
}
/*
* PC version of mobile turn, for linkdead characters.
*/
void linkdead_turn (CHAR_DATA * ch)
{
CHAR_DATA * vch, * list;
if (number_percent () < 40)
{
do_escape (ch, "");
return;
}
vch = ch;
for (list = ch->in_battle->unit_list; list != NULL; list = list->next_in_battle)
{
if (!is_same_group (ch, list))
{
if (vch == ch)
vch = list;
else if (vch != ch && number_percent () < 45)
vch = list;
else continue;
}
}
if (vch == ch)
clean_combat (ch->in_battle);
else
do_attack (ch, vch->name);
}
I think the Speed-Based system is a distant second in my opinion. It's still really similar to stock, but the addition of speed makes things just a bit more interesting. Combined with an innovative magic system and a few additional options during combat, it's actually pretty fun.
I guess that's enough rambling for now. I'm looking forward to getting opinions from the rest of you, but hopefully I won't get overwhelmed by a few hundred posts within a week like the last time I posed this question.
Oh, one thing I forgot. I'm not too certain on the way emote-based combat works, as I've not spent much time with it. If anyone cares to detail it a bit better, be my guest.