**Next message:**Mark Garringer: "Re: Disarm problems..."**Previous message:**Lincoln Chan: "Re: Disarm problems..."**In reply to:**Mark Garringer: "Disarm problems..."**Next in thread:**Julian Fong: "Re: Disarm problems..."**Messages sorted by:**[ date ] [ thread ] [ subject ] [ author ]

On Wed, 9 Aug 1995, Mark Garringer wrote: > > Ok, I need some advice here...I got this disarm thing down, finally. > However, a 1st level char without any skill whatever in disarm will > always disarm someone... > > Here is my code: > > percent = number(1, 101); /* 101% is a complete failure */ > prob = GET_SKILL(ch, SKILL_DISARM); > > if (percent > prob) { > act ("You failed to disarm $s.", FALSE, ch, 0, victim, TO_CHAR); > } else { > disarm(ch, victim); > } > } > > Advice? Thanks. Piece of cake. "percent" is bounded by [1,101]. I.e. its minimum value is 1. "prob" is equal to your skill level. Which is 0 if you don't have any. your test if (percent < prob) then fail; else succeed. means, if I roll less than my skill level I fail otherwise I succeed. WRONG! if my skill is 100 your giving me a 1% chance <roll of 101> to succeed. To demonstrate the problem your experiencing with no skill guys... I have no skill so prob = 0; I roll the worst possible on percent, percent = 1; (prob < percent) --> (0 < 1) --> false then fail; <-- gets skipped, test is false else success; <-- here we are.. I have no skill yet I suceed. Your problem? Invert your test. (prob > percent) not ( prob < percent ) Incidentally, 101 AND 100 are complete failures because (prob < 101) is always true as well as (prob < 100). You need (prob <= percent) to get only 101 as a complete failure. <based on the theory that you can't get more than 100% in any given skill.> --Paul Cole -- Shamless Plug -- Forbidden Lands <mud.cyberspace.com 5000> <http://www.cyberspace.com/flmud>

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