On Tue, 10 Sep 1996, Homer Simpson wrote: > Hi all, > I have just added weapon prof skills, eg 1h slashing, 1h piercing, > etc and now want to use the unused value0 in the weapon object type. This > will be used to determine what skill the weapon uses. Eg 1 = 1h slashing > etc. How do I go about using this value? Erm... it seems like a pain to add a new value to each weapon... you might miss some too... why dont you just use the attack type to determine what proficency is involved... i.e. I use SKILL_SLASHING (a weapon prof) to boost damage if the weapon is TYPE_SLASH, TYPE_CLAW, TYPE_THRASH or TYPE_WHIP... and similar groupings... every attack type I have fits into slashing, piercing, chopping, or blunt plus some magical/energy based ones which dont use proficencies... the attack-type is already there, so why not use it? (value 3). Anyway, if you still want to use val 0 for the prof type, an easy way to access it is to make a macro for it... #define GET_PROF_TYPE(obj) (GET_OBJ_TYPE(obj) == ITEM_WEAPON ? \ (obj)->obj_flags.value[0] : -1) and just call it like... prof = GET_PROF_TYPE(ch->equipment[WEAR_WIELD]) ... which will return -1 if the obj issnt a weapon. I guess you could just as easilly use GET_OBJ_VAL(obj, 0) and make yer own check for weapon... Well, hope this helps... oh, BTW - if you havnt added resistances yet and plan to, now is a perfect time... reverse weapon proficencies makes an excellent resistance formula... you probably want to check the resistance AFTER the proficency to get a more realistic %... -Sky +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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