On Mon, 17 Feb 1997, Daniel Koepke wrote:
> On Mon, 17 Feb 1997, Brian Williams - Nashak wrote:
>
> > I was wondering if anyone had any ideas on how to go about weapon
> > proficiencies.. like classify weapons in a certain class
> > i.e. slashing be 1h slashing
> > crush/bludgeon be 1h bludgeon
> > pierce 1h piercing
> > rest 1h misc
> > and then depending on what klind of weapon yer wielding..
> > you get like proficiency/10 extra damage..
> > i.e. 100% 1h slashing with a sword, would do 10 extra
>
> Easy enough (for me anyway). Add them like normal skills (eg., the
> defines, spello, etc.), use one of the unused values on a weapon to
> hold which skill the weapon depends upon, if 0 then provide no
> bonuses, if non-zero then:
>
> dam += GET_SKILL(ch, GET_OBJ_VAL(weap, 3))/10;
Okay.. what is weapons use all the values, smart guy? :P
>
>
> --
> Daniel Koepke
> dkoepke@california.com
> Forgive me father, for I am sin.
>
>
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