> > >... > > Also, has anyone made a true flaming sword? One that does fire and blade > >damage? I have some ideas on this to... > > > >Brett@legends... > > > > Well, here's what I've got in mind for the MUD I'm working on. > Whenever damage is dealt, pass in the amount of damage and a > bitvector to the function that resolves damage. Use the bitvector > to specify what types of damage are being done. Now, the problem > (that I haven't really decided on a good solution for yet) is how to > specify how much of the damage is from the slash, and how much from > the fire. One possibility is fiddling with the weapon-obj struct a > bit so you can specify multiple damage rolls and then provide one > for each type of damage the weapon does..... then pass a linked list > of damage nodes to the damage resolver. Or, if you prefer > simplicity over flexibility, just assume that each type of damage > being dealt is responsible for an equal portion of the total damage. You guys might have more luck defining a constant to be CMD_HIT and sending the weapon through a special procedure with this command number. (of course, this will be different in 3.0... you'll need a cmd_is().) -Jeff
This archive was generated by hypermail 2b30 : 12/07/00 PST