> On Tue, 9 Jul 1996, Brian Christopher Guilbault wrote: > > > I have implemented a "dodge" skill on my mud wherein a warrior, if lucky, > > will completely avoid an attack. My question was whether anyone else had > > done this and how they go about checking for success. Thanks to everyone who helped me with this. I think what I'm going to do is a combination between various ideas I received. All classes will be able to dodge with a percentage equal to their dex. This only makes sense, because yes, even a mage should be able to dodge, though not as well as a limber thief, etc. On top of that, warriors will receive a dodge skill which adds to their chance by a factor of their skill in dodge divided by some integer, I think it will end up being 8. For example, in do_hit: percent = number(1, 101); /* 101 is complete failure */ prob = GET_DEX(victim); if GET_CLASS(victim) == CLASS_WARRIOR prob += GET_SKILL(victim, SKILL_DODGE); if (GET_POS(victim) == POS_FIGHTING && prob <= percent) { act("$N swiftly dodges your attack.", FALSE, ch, 0, victim,TO_CHAR); act("$N swiftly dodges $n's attack.", FALSE, ch, 0, victim,TO_NOTVICT); act("You swiftly dodge $n's attack.", FALSE, ch, 0, victim,TO_VICT); return; } Thanks again to all who helped with this, -Brian -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Brian Guilbault - GMI Engineering Institute E-mail: guil9964@gmi.edu, dante@i-55.com WWW: http://www.gmi.edu/~guil9964 QuarantineMUD: Telnet to exit1.i-55.com 4000 -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
This archive was generated by hypermail 2b30 : 12/07/00 PST