> From: Brian Williams - Nashak <bmw@efn.org>
>
> Okay, for damage messages, I changed it so that instead
> of like hitting someone hard, when you barely hurt them,
> although you do like 10 damage, it could still tickle them
> if they have 10 million hp, so it will say the messages
> depending on the percent of damage you do to the victim,
> now my problem is, the 10th message should only show up if you
> do 50% of their life damage, but for me, it is showing up
> like up to 20 times.. depending on what your damage is
> like a 80 hp mob, if you do 2 damage you nearly slay it, etc
> also on a 10k mob, you'd nearly slay it like 5 times at 6d6,
> but with 1d2 you would nearly slay it about 20 times..
> here is what I did to the fight_message
> /* added */
> int percent = GET_HIT(victim) / 100;
>
> /* changed the old one */
> if (dam == 0) msgnum = 0;
> else if (dam <= 2*percent) msgnum = 1;
> else if (dam <= 4*percent) msgnum = 2;
> else if (dam <= 6*percent) msgnum = 3;
> else if (dam <= 9*percent) msgnum = 4;
> else if (dam <= 14*percent) msgnum = 5;
> else if (dam <= 19*percent) msgnum = 6;
> else if (dam <= 26*percent) msgnum = 7;
> else if (dam <= 35*percent) msgnum = 8;
> else if (dam <= 49*percent) msgnum = 9;
> else msgnum = 10;
>
> I do have 10 messages, so I know that isn't the problem =) Thanks
> in advance for any help
With that calculation percent will always be 0 if the mob has
less than 100 hp.
Instead calculate the percentage of the dam compared to the hp.
int percent;
if (dam == 0)
msgnum = 0;
else {
if (GET_HIT(victim) <= 0) /* If the victim is this low every hit */
percent = 100; /* would hurt alot. Need this anyway so */
/* we don't get division by zero, and */
/* we don't want a divison by negative */
/* numer either. */
else
percent = (100 * dam) / GET_HIT(victim);
if (percent <= 2) msgnum = 1;
else if (percent <= 5) msgnum = 2;
.
.
else msgnum = 10;
}
-Johan
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