Hello again I am trying to make it so that if you have a boat it helps your hp, damroll, hitroll, etc but ONLY in SEC_WATER_NOSWIM...so in the hit function i tried adding some variables - here is my function tell me what you think Some info: I have circle 30.14 etc The mud runs fine until i fight in SECT_WATER_NOSWIM hehe funny. The code: void hit(struct char_data * ch, struct char_data * victim, int type) { struct obj_data *wielded = GET_EQ(ch, WEAR_WIELD); struct obj_data *obj= GET_EQ(ch,ITEM_BOAT); <- int w_type, victim_ac, calc_thaco, dam, diceroll; /* Do some sanity checking, in case someone flees, etc. */ if (ch->in_room != victim->in_room) { if (FIGHTING(ch) && FIGHTING(ch) == victim) stop_fighting(ch); return; } /* Find the weapon type (for display purposes only) */ if (has_boat(ch) && (SECT(ch->in_room) == SECT_WATER_NOSWIM)) w_type = GET_OBJ_VAL(obj, 0) + TYPE_HIT; else if (wielded && GET_OBJ_TYPE(wielded) == ITEM_WEAPON) w_type = GET_OBJ_VAL(wielded, 3) + TYPE_HIT; else { if (IS_NPC(ch) && (ch->mob_specials.attack_type != 0)) w_type = ch->mob_specials.attack_type + TYPE_HIT; else w_type = TYPE_HIT; } /* Calculate the THAC0 of the attacker */ if (!IS_NPC(ch)) calc_thaco = thaco((int) GET_CLASS(ch), (int) GET_LEVEL(ch)); else /* THAC0 for monsters is set in the HitRoll */ calc_thaco = 20; calc_thaco -= str_app[STRENGTH_APPLY_INDEX(ch)].tohit; calc_thaco -= GET_HITROLL(ch); calc_thaco -= (int) ((GET_INT(ch) - 13) / 1.5); /* Intelligence helps! */ calc_thaco -= (int) ((GET_WIS(ch) - 13) / 1.5); /* So does wisdom */ /* Calculate the raw armor including magic armor. Lower AC is better. */ victim_ac = GET_AC(victim) / 10; if (has_boat(victim) && (SECT(victim->in_room) == SECT_WATER_NOSWIM)) victim_ac -= GET_OBJ_VAL(obj,3) / 10; <- (I know i should make this another value like objv with victim instead of character but hey) if (AWAKE(victim)) victim_ac += dex_app[GET_DEX(victim)].defensive; victim_ac = MAX(-10, victim_ac); /* -10 is lowest */ /* roll the die and take your chances... */ diceroll = number(1, 20); /* decide whether this is a hit or a miss */ if ((((diceroll < 20) && AWAKE(victim)) && ((diceroll == 1) || ((calc_thaco - diceroll) > victim_ac)))) { /* the attacker missed the victim */ if (type == SKILL_BACKSTAB) damage(ch, victim, 0, SKILL_BACKSTAB); else damage(ch, victim, 0, w_type); } else { /* okay, we know the guy has been hit. now calculate damage. */ /* Start with the damage bonuses: the damroll and strength apply */ dam = str_app[STRENGTH_APPLY_INDEX(ch)].todam; dam += GET_DAMROLL(ch); if (has_boat(ch) && (SECT(ch->in_room) == SECT_WATER_NOSWIM)) { dam += dice(GET_OBJ_VAL(obj,1),GET_OBJ_VAL(obj,2));<- } else { blah blah blah .... thats all the code i edited Sorry bout that huge snippet but please could ya help me out i think my problem is where the <-'s are +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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