From: "Kevin Dethlefs" <Demortes2004@aol.com> > In a message dated 3/2/03 8:12:40 PM Central Standard Time, > wspascoe@bellsouth.net writes: > > > The NDD and SDD is for the damage formula and the hit mana and move is for > > the hitpoint formula of > > #d# + #. In DB.c i believe the mana and move are set to a fixed number > > (this is top of head so i could > > be mistaken). Im not really sure why they use these values and didnt make > > up some new ones but thats > > what is going on with that. > > > > I'm slightly confused, why would they use the mana and hp etc for the dice > formula? The HP could be 200 I thought, so it would be, for example, > 200d500+100? I mean GET_HIT = 200, GET_MANA = 500 and GET_MOVE = 100, thats > what it means... maybe I'm just confused as to what GET_HIT grabs, isn't it > hitpoints? Like GET_MANA, GET_MOVE? Correct me if I'm wrong, please. Quote db.c (read_mobile) if (!mob->points.max_hit) { mob->points.max_hit = dice(mob->points.hit, mob->points.mana) + mob->points.move; } else mob->points.max_hit = rand_number(mob->points.hit, mob->points.mana); mob->points.hit = mob->points.max_hit; mob->points.mana = mob->points.max_mana; mob->points.move = mob->points.max_move; GET_HIT(mob) grabs mob->points.hit which is set by the above code to either "GET_HIT() d GET_MANA() + GET_MOVE()" with data from the prototype, or to a random number in the interval "GET_HIT() - GET_MANA()". Oasis allows you to alter the _basic_ part, which is the dice rolls. Welcor -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | | Newbie List: http://groups.yahoo.com/group/circle-newbies/ | +---------------------------------------------------------------+
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