Currently working out a new armor and dodge system, I have reached the point on how to go about checking to deal damage to armor. I have decided, that just because the armor has absorbed all of the damage meant for the player, doesn't mean it absorbed it in a way which it did not get damaged itself. At first I thought random would work fine, and then decided against it completely. I would like to base it on something, I just don't know what. Well, he is a little background, briefly on what I'm looking at. These are just notes, and could be changed at any time, if I arrive at a new and better method. This part I did do with random, and chance, applied to what I had to work with, which is called or applied after determining that the victim did not dodge their opponents attack. In the following example, armor quality is represented by "AQ". chance = number(0, 100); if (chance < AQ) absorb_all; else dam -= (damage / AQ); This seems to work fine for my needs. Now, I just need to find a way that will work well for determining if in fact the armor takes damage, even if the player does not. I guess, I'm seeking suggestions, or constructive criticism. If you wish not to reply to the list, feel free to contact me personally through email, or ICQ. Thanks in advance to any responses that this post might generate. Email: Sythrel@Adelphia.net ICQ: 2691599 (Lord Kyu) -- «¥» Lord Kyu «¥» -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | +---------------------------------------------------------------+
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