On Mon, 17 Feb 1997, Brian Williams - Nashak wrote: > I was wondering if anyone had any ideas on how to go about weapon > proficiencies.. like classify weapons in a certain class > i.e. slashing be 1h slashing > crush/bludgeon be 1h bludgeon > pierce 1h piercing > rest 1h misc > and then depending on what klind of weapon yer wielding.. > you get like proficiency/10 extra damage.. > i.e. 100% 1h slashing with a sword, would do 10 extra Easy enough (for me anyway). Add them like normal skills (eg., the defines, spello, etc.), use one of the unused values on a weapon to hold which skill the weapon depends upon, if 0 then provide no bonuses, if non-zero then: dam += GET_SKILL(ch, GET_OBJ_VAL(weap, 3))/10; -- 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 | | Or send 'info circle' to majordomo@cspo.queensu.ca | +-----------------------------------------------------------+
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