> I would like some of the details about how yours worked. My > message was kept short and to the point to try and save time. I would not > need a patch, but I do not need to waste people's time if they don't want > to help. Most of my system: Well, first of all, I attached another piece of information to weapons - the weapon 'type'. This was the specific weapon type in most instances; long sword, short sword, dagger, bastard sword, two-handed sword, staff, etc. In some instances where generalization was easier - the polearm family - I left it at simply polearm. Each of these types was given it's own skill. Now, each of the 'types' went into a group. Short weapons Swords Blunt weapons etc..... There's a decent number of categories. Now, I have a seperate proficiency system existing superior to the skills. To have a skill you must first have the proficiency group which the skill is a member of - in this case those broad groups above. So, in general, the proficiency level vs skill determines how many attacks you get, and the skill also affects your thac0: -3 + (WEAPON_SKILL/100) Or so. In addition, I have armor proficiencies. The skill % alters the ability of the armor to protect, from -20% to +10%. The proficiency level allows for a greater number/chance to use automatic secondary skills - dodge, parry, etc. PjD +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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