> On Tue, 9 Jul 1996, Brian Christopher Guilbault wrote:
>
> > I have implemented a "dodge" skill on my mud wherein a warrior, if lucky,
> > will completely avoid an attack. My question was whether anyone else had
> > done this and how they go about checking for success.
Thanks to everyone who helped me with this. I think what I'm going to do
is a combination between various ideas I received.
All classes will be able to dodge with a percentage equal to their dex.
This only makes sense, because yes, even a mage should be able to dodge,
though not as well as a limber thief, etc. On top of that, warriors will
receive a dodge skill which adds to their chance by a factor of their
skill in dodge divided by some integer, I think it will end up being 8.
For example, in do_hit:
percent = number(1, 101); /* 101 is complete failure */
prob = GET_DEX(victim);
if GET_CLASS(victim) == CLASS_WARRIOR
prob += GET_SKILL(victim, SKILL_DODGE);
if (GET_POS(victim) == POS_FIGHTING && prob <= percent) {
act("$N swiftly dodges your attack.", FALSE, ch, 0, victim,TO_CHAR);
act("$N swiftly dodges $n's attack.", FALSE, ch, 0, victim,TO_NOTVICT);
act("You swiftly dodge $n's attack.", FALSE, ch, 0, victim,TO_VICT);
return;
}
Thanks again to all who helped with this,
-Brian
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Brian Guilbault - GMI Engineering Institute
E-mail: guil9964@gmi.edu, dante@i-55.com
WWW: http://www.gmi.edu/~guil9964
QuarantineMUD: Telnet to exit1.i-55.com 4000
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