Re: [Code] damroll

From: Skylar (
Date: 09/23/96

On Mon, 23 Sep 1996, annick elziere wrote:

>     I am looking for the exact location of code wich removes
> a players dam roll when he/she quits and re-enters the mud. I

The function affect_modify(), in handler.c handles damroll and whatnot.

> would like to change around the hit and dam roll so it stays
> like your int or wisdom would, makeing natural dam and hit 
> rolls possible.

In order to avoid the insanity that will most likely come about by doing
this (people's damroll growing everytime they log on the game or die and
re-enter, or the game crashes and they re-enter), I would suggest you just
use one of the spares in the player structure to save a natural_damroll
stat, then just add that in inside of damage() at the same place that the
normal damroll is added in.


| Ensure that you have read the CircleMUD Mailing List FAQ: |
|   |

From Mon, 23 Sep 96 12:10:34 PDT
X-SystemInfo: MyE-Mail: EMail
X-Message-No: 4540 (database)
From: Curtiss Cicco <>
To: circle <>
Subject: Re:  [Code] Check for knowing previous spell/skill??
Date: Mon, 23 Sep 96 20:10:00
Message-ID: <>
X-POP3-Rcpt: lk4150@per
Return-Path: <>
Received: from QUCDN.QueensU.CA (QUCDN.QueensU.CA []) by (8.6.12/8.6.12) with SMTP id UAA23745 for <>; Mon, 23 Sep 1996 20:46:11 +0200
Received: from by QUCDN.QueensU.CA (IBM VM SMTP V2R2) with TCP;Mon, 23 Sep 96 15:56:53 EDT
Received: by (SMI-8.6/SMI-SVR4)id PAA04637; Mon, 23 Sep 1996 15:40:41 -0500
Received: from by (SMI-8.6/SMI-SVR4)
Received: from IBM.MTSAC.EDU by (IBM VM SMTP V2R2)
Organization: Mt. San Antonio College
Precedence: bulk

On Mon, 23 Sep 1996 17:53:20 +0200 Mikael Askernds said:
>Hi ..
>is not a problem but this is:
>-How do I make a check on the player to see if he knows a certain spell
> before he is allowed to prac a certain other one...
>  (He cant practise the BIG fireball until he learned the SMALL
    In the function SPECIAL(guild) in spec_procs.c you can add after the
first skill_num check you can add something like:

      if (skill_num == SPELL_BIG_FIREBALL)
        if (GET_SKILL(ch, SPELL_SMALL_FIREBALL) <= 0) {
          send_to_char("You must learn the small fireball first.\r\n", ch);
          return 1;

>-Also .. How do I set the maximum % of the "BIG fireball" to not exceed
> maximum % of the "SMALL fireball"

      Do you mean when practicing big fireball? or when casting it?

-- Curtiss
| Ensure that you have read the CircleMUD Mailing List FAQ: |
|   |

This archive was generated by hypermail 2b30 : 12/18/00 PST