> The forms are 3x3 looking like this : > > Player1 -- player 2 > player 3 -- -- > -- -- -- > > etc... with the leader being able to move the players to different positions. > The problem i am having is coming up with a way to determine the > percentage hits of the players. For example, having player1 and player2 > taking more hits than player3. Anybody have any ideas? or am i totally Why dont you try using a random draw, and weight the results with a case statement, something like this. This is just simple pseudo-code to illustrate the idea, I didnt really understand how you have your formation set up. If you implement this idea, you might want to weight it differently, giving greater chances to the dude in front-middle position, and maybe even making no chance of the back row behing hit (except by arrow or spells?) shrug... switch(number(0, 18)) { case 0: /* First row, 3X the chance to be hit */ case 1: case 3: if (formation_array[0] != NULL) return formation_array[0]; case 4: case 5: case 6: if (formation_array[1] != NULL) return formation_array[1]; case 7: case 8: case 9: if (formation_array[2] != NULL) return formation_array[2]; case 10: /* Second row, 2X the chance */ case 11: if (fomation_array[3] != NULL) return formation_array[3]; case 12: ... And so on... down to the back row, with a single chance to be hit. default: log("SYSERR: Empty formation fighting."); break; } Notice the absence of break statements, this is to make hit-attempts fall through to the next person and on down the line, to keep twinks from getting to the back of an empty formation to keep from being hit.
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