Let's say someone has a leather backpack. Where would you place check to indicate where and tear on something like that. It is possible for someone to never see combat and still have a backpack wear out. Hvae any ideas? Thanks Chuck -----Original Message----- From: Patrick Dughi <dughi@IMAXX.NET> To: CIRCLE@post.queensu.ca <CIRCLE@post.queensu.ca> Date: Sunday, May 10, 1998 6:36 PM Subject: Re: Object Conditions >> >> My question is, where should he checks for the item's condition be >> placed? Would a function that runs through ever item in the game >> every tick require to much processing? This would be the ideal way, >> this way I could place 'wear and tear' on worn items to reflect time. >> Would such a loop be feasible or does something similiar already >> exist that I can place this code in? >> > > I thought about placing the check for weapons inside fight.c every >> time the weapon strikes, thus I can update this value and 'break' >> the item if necessary. However, how could I handle things such >> as armor and etc... >> > Easy. Check each time after you perform the damage. Make the >assumption that nothing starts out broken, and then check each time you >perform the damage to it....if its too much, message, and extract. >This goes for armor, weapons, etc... what would the problem be? > > How else would you want to check it? > > PjD > > > +------------------------------------------------------------+ > | Ensure that you have read the CircleMUD Mailing List FAQ: | > | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | > +------------------------------------------------------------+ +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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