From: "Kevin Dethlefs" <Demortes2004@aol.com>
> In a message dated 3/2/03 8:12:40 PM Central Standard Time,
> wspascoe@bellsouth.net writes:
>
> > The NDD and SDD is for the damage formula and the hit mana and move is
for
> > the hitpoint formula of
> > #d# + #. In DB.c i believe the mana and move are set to a fixed number
> > (this is top of head so i could
> > be mistaken). Im not really sure why they use these values and didnt
make
> > up some new ones but thats
> > what is going on with that.
> >
>
> I'm slightly confused, why would they use the mana and hp etc for the dice
> formula? The HP could be 200 I thought, so it would be, for example,
> 200d500+100? I mean GET_HIT = 200, GET_MANA = 500 and GET_MOVE = 100,
thats
> what it means... maybe I'm just confused as to what GET_HIT grabs, isn't
it
> hitpoints? Like GET_MANA, GET_MOVE? Correct me if I'm wrong, please.
Quote db.c (read_mobile)
if (!mob->points.max_hit) {
mob->points.max_hit = dice(mob->points.hit, mob->points.mana) +
mob->points.move;
} else
mob->points.max_hit = rand_number(mob->points.hit, mob->points.mana);
mob->points.hit = mob->points.max_hit;
mob->points.mana = mob->points.max_mana;
mob->points.move = mob->points.max_move;
GET_HIT(mob) grabs mob->points.hit which is set by the above code
to either "GET_HIT() d GET_MANA() + GET_MOVE()" with data from the
prototype, or to a random number in the interval "GET_HIT() - GET_MANA()".
Oasis allows you to alter the _basic_ part, which is the dice rolls.
Welcor
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