On Sat, 8 Feb 1997, Mark Crichton wrote: > (int) percent = ( (float) GET_HIT(victim) / (float) dam) * 100.0; > > Should do what he wants, although I don't know how much stuff will get lost in > all the casting (IMHO, it's an ugly way to do it...) Any math experts out > there come up with a better way and keep it all int based? The whole method is shot, no matter how you convert. If it's supposed to be a percentile value, returning 1200 is undesirable. A more desirable result would be to mutliply the damage by 100 and divide it by the current hitpoints of the player. This gives a representation of how much "dam" uses of their hitpoints, I believe. int percent = (dam * 100) / GET_HIT(victim); That should give the desired result. -- Daniel Koepke dkoepke@california.com Forgive me father, for I am sin. +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/18/00 PST