Re: [Code] damroll

From: Skylar (skylar@ifconfig.intserv.com)
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.

-Sky

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From 1CMC3466@ibm.MtSAC.edu Mon, 23 Sep 96 12:10:34 PDT
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From: Curtiss Cicco <1CMC3466@ibm.MtSAC.edu>
To: circle <circle@cspo.queensu.ca>
Subject: Re:  [Code] Check for knowing previous spell/skill??
Date: Mon, 23 Sep 96 20:10:00
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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
>fireball)
>
>
    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
>the
> maximum % of the "SMALL fireball"
>

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

-- Curtiss
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