On Wed, 17 Jul 1996, Ryan A.J. Biggs wrote: > Ok, I am removing ROOM_DEATH types and replacing them with ROOM_DAMAGE > types (stop your gasping, I'm gonna explain myself) but I know that the > only way to call damage() is with both a victim and an attacker. Now, > unless someone can give me a way around this, how can I modify it so that > if the victim=attacker, that it will not give a "<your name> hits you > hard" message, but a "You are hit hard" message. This will also be > useful for other little things. > > Now, the reason for ROOM_DAMAGE....if a DT is one that burns, what > happens if a player can resist fire? If the DT is falling, what is the > player can fly? I am going to make it so that you can resist, or even > avoid damage altogether if you have good protection. This will make it a > littl more realistic, and add aan element of difficulty if you need to > attack a mob with a specific type of damage. > > ------------------------------------------------------------------ > Ryan A.J. Biggs email-ae744@freenet.toronto.on.ca > Doppleganger, Charon the Boatman and member of Dieties Anonymous > Owner of a 100% organic wibble and Plasma lamp, and rubber chicken > Keeper of the sacred butcher knife and the Cloak of Shadows > Compiler of the Net.Psionics.Handbook > ------------------------------------------------------------------ > > > If you have figured out how to call damage() when the character enters the room, I think the rest will be easy. Modify damage() to take on another parameter when called, an int probably. Depending on the value of the int, your function will know if a room or another character caused the damage. (this involves modifiying the function a little to, to get rid of attacker character refrences). When you have that extra parameter, it should act as a flag to determine the attack type, room or normal, and you should use the character for both the victim and attacker and just ignore the attacker code, using if (room_attacker) or something like that. Hope this helps.
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