It works like this....
1: decide mob/players next form of attack. for players, this would be their
second sword, for
mobs their tail, etc.
2: decide the speed of the attack, basing it on however much info you wish.
3: initialize the event with the above info.
4: allow the event processor to call the queues as needed.
5: pass the now singular attack to the damage function.
-----Original Message-----
From: Circle Discussion List [mailto:CIRCLE@post.queensu.ca]On Behalf Of
Tony Maro
Sent: Tuesday, September 28, 1999 9:40 AM
To: CIRCLE@post.queensu.ca
Subject: Re: Muliple Attacks problem
> -----Original Message-----
> From: Circle Discussion List [mailto:CIRCLE@post.queensu.ca]On Behalf Of
> Fafhrd
> Sent: Monday, September 27, 1999 10:26 PM
> To: CIRCLE@post.queensu.ca
> Subject: Re: Muliple Attacks problem
>
>
> I changed the perform_violence garbage into an event, using the dg_event
> system. The next attack type is decided before leaving, and a speed factor
> is figured. This I use as the timer for the next event. Thus, a
> hasted char
> could conceivably get in 5 attacks before the slowed warrior manages to
> bring
> the 6' sword to bear. Or the hippogrif might get in both claws
> and a bite in
> one
> round, while it will be another 3 before the tail is swung close enough.
>
Can you give more detail regarding how this was done? For instance, in
the above example, is it still 3 attacks then tail then 3 attacks then tail
or can it be:
round 1: 2 claws, Player attack, bite
round 2: 1 claw, player attack, 1 claw
round 3: 2 claws, bite, player attack, tail
round 4: player attack, 1 claw, bite, tail
etc...
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