> ok i have a small problem that i was hoping someone knew more about. If a > character wears an item that is 5ac on body it multiplies the value 3x so > now his ac is 85/10 if worn on legs or head the value is 2x what it should > be so again a 5ac item is now 10 and ac is 90/10. How do i stop this from > happening? Items with same value work fine anywhere else. wtf? did you bother to at least look for yourself before sending this? i did a grep for GET_AC, which showed this: act.informative.c:670: buf, GET_AC(ch), GET_ALIGNMENT(ch)); act.offensive.c:404: percent = ((10 - (GET_AC(vict) / 10)) * 2) + number(1, 101); /* 101% is a complete act.wizard.c:705: GET_AC(k), k->points.hitroll, k->points.damroll, GET_SAVE(k, 0), db.c:2244: GET_AC(ch) = 100; /* Basic Armor */ fight.c:813: victim_ac = GET_AC(victim) / 10; handler.c:171: GET_AC(ch) += mod; handler.c:524: GET_AC(ch) -= apply_ac(ch, pos); handler.c:558: GET_AC(ch) += apply_ac(ch, pos); medit.c:491: GET_AC(mob) / 10, GET_HIT(mob), GET_MANA(mob), GET_MOVE(mob), medit.c:805: grn, nrm, cyn, GET_AC(mob), nrm, medit.c:1232: GET_AC(OLC_MOB(d)) = MAX(-200, MIN(200, atoi(arg))); spells.c:372: GET_AC(victim), GET_HITROLL(victim), GET_DAMROLL(victim)); now look at that..there is a function apply_ac that takes as an argument the wear position..hmm..that looks suspicious, so i opened handler.c and check it out..low and behold, there it was..different ac factors for different wear positions.. ###### ####### ####### ##### # # # # # # # # # # # ###### # ##### # # # # # # # # # # # # # # # # ##### siv +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/15/00 PST