> -> send_to_char(buf, ch); > > What's buf here? Since the long description is coming up _before_ the > miss message and this send_to_char(buf, ch); isn't in stock code it > seems to be the culprit. Damn. I experimented with adding actual damage numbers to combat awhile ago... You hit the mercenary extremely hard. [13] ...like that. I soon realized how horrible it is to give players info like that. They become statisticans more than mudders. :) So I yanked it all out, but apparently not all of it. *sigh* Silly silly me, thanks for the help. By the way, has anyone ever had it so the player gets virtually _no_ numerical information at all? Hitpoints are rated like "healthy", "moderately healthy", "wounded", "critical", etc... and so on for other things? So far I have done this (I call it "analog", and have posted parts of it I think) for stats, alignment, armor class, and encumbrance. I'm curious if anyone has implemented or played at a mud where everything is in an analog-type mode, and how the players liked/reacted to it. -- -AxL, axl@wpcr.plymouth.edu - SysOp, RPM Director, WPCR Plymouth, 91.7 FM "Discriminate against the next fashion sucker you meet....it's a raver!" - Ec8or, Digital Hardcore Records +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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