>int make_skill_roll(int skill, int modifier) { And while I'm at it, I think it would be useful if mag_savingthrow were changed to accept a modifier in the stock code too (I've done it for my mud, but seems useful enough to implement in general), so: mag_savingthrow(struct char_data *ch, int type, int mod); This way you can, for example, simulate poisons of different strengths - home-brewed poison from plants might be a +1 to save, but cyanide is -4 save. mag_savingthrow(ch, SAVING_PARA, 1); mag_savingthrow(ch, SAVING_PARA, -4); Any spell with a saving throw can have modifiers to the save - a plain old fireball might be a regular save (0 modifier), but the Fireball From Hell (tm) might have a -10 to save. (I added in another local variable to mag_damage(), which gets set in the switch statement to whatever I want the modifier to be for each given spell, than pass that variable to my modified mag_savingthrow.) +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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