To make it so that immortals never are affected by WAIT_STATE (no code-generated lag), you just need to make this simple addition to WAIT_STATE: in MUD.H, find the following... #define WAIT_STATE(ch, npulse) ((ch)->wait=(!IS_NPC(ch)&&ch->pcdata->nuisance&&\ (ch->pcdata->nuisance->flags>4))?UMAX((ch)->wait,\ (npulse+((ch)->pcdata->nuisance->flags-4)+ \ ch->pcdata->nuisance->power)): \ UMAX((ch)->wait, (npulse))) And change it to look like this: #define WAIT_STATE(ch, npulse) ((ch)->wait=(!IS_NPC(ch)&&ch->pcdata->nuisance&&\ (ch->pcdata->nuisance->flags>4))?UMAX((ch)->wait,\ (npulse+((ch)->pcdata->nuisance->flags-4)+ \ ch->pcdata->nuisance->power)): \ UMAX((ch)->wait, (IS_IMMORTAL(ch) ? 0 :(npulse)))) Make clean, and recompile.