Yes, yet another person takes a shot at modifying the combat system to work based on stats. What I've done so far is this: I've lowered PULSE_VIOLENCE to half a second. This is most likely a bad idea because that means that my function is run four times as often as before. One is the suggestion put out by dak a while ago. I've made a calculate speed function which takes a character and returns a number based on the following stuff: * begin with a 2 dice roll with 2 sides as to make 3 most likely * add weight (total) of what they are carrying / 30 (i feel this is bad) * weight (total) of what they are wearing / 60 (i feel this is bad) * a speed bonus based upon their dexterity (range of +2 -> -2) * It must be at least one and at most five. Anyway, over all, it's not bad, but I don't find it exceptionally good either. My biggest problem is that I have spells which "morph" the player into a creature with 8 arms and the like, and this effectively eliminates that. I don't want to simply remove everything I've added, and I think I should modify the stuff to do something with number of arms. Here are my ideas: * a morphed player is flagged AFF_MORPH. Make a haste-like effect on them for the sake of the arms. * use better math What are your ideas? feel free to help! -B. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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