How about the weight of the object, as generally heavier armor is stronger and less likely to get damaged while protecting it's wearing. But you might think of running it off the damage done and what is the damage weapon. As the higher the damage, more damage will be done, and a "whip" might hurt, but is less likely to damage armor than a piercing weapon for example. Suggestion: /* Value set to different types of damage (whip, pierce etc.) */ int messagedef[] = { 0, 15, 2, 33, 19..., 0 }; /* Larger number in array, less likely to cause damage */ chance = (number(1, 100) - messagedef[GET_OBJ_VAL(wielded, 3)]); if (chance < GET_OBJ_WEIGHT(obj)) (armor stays intact) else armor_damage = dice(GET_OBJ_VAL(wielded, 1), GET_OBJ_VAL(wielded, 2)) - messagedef[GET_OBJ_VAL(wielded, 3)]; Just a Suggestion Subliminal _________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com. -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | +---------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/03/01 PST