On Tue, 8 Oct 1996, Admin of The Keep wrote: > On Tue, 8 Oct 1996 the.count@kirk.geog.sc.edu wrote: > > if (!(pulse % PULSE_VIOLENCE)) > > perform_violence(1); > > perform_violence(2); > > perform_violence(3); > #define ATTACKS_PER_ROUND(ch) \ > ((number(1, 101) <= GET_SKILL(ch, SKILL_HIT_TWO)) + \ > (number(1, 101) <= GET_SKILL(ch, SKILL_HIT_THREE)) + \ > (number(1, 101) <= GET_SKILL(ch, SKILL_HIT_FOUR))) > > int x; /* put this in perform_violence() at the top */ > > for (x = 0; x <= ATTACKS_PER_ROUND(ch) && FIGHTING(ch); x++) > hit(ch, FIGHTING(ch), TYPE_UNDEFINED); If you compare these two methods, the first one will let all chars have their (pssible) first attack, then goes through the list again, letting all have their (possible) second attack, and so on. I.e. all the possible attacks will get mixed. The second method will let one char have all its possible attacks done, before the opponent gets his attacks, i.e. each char can easily spot his own attacks. It is of course a matter of personal preference on how to have it. I have it the first way, and have all chars have their attacks mixed. / Joachim --------------------------------------------------------------------- The Arrow Joachim Pileborg Email: pt94jpi@student.hk-r.se Svarvarevägen 5 37230 Ronneby http://www.rby.hk-r.se/~pt94jpi/pt94jpi.html SWEDEN --------------------------------------------------------------------- +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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