Ok what if did this. Make a table with 25 entries. now for the first entry
make it 100 then you know 2 make it 96 going down by 4's cause 4 goes into
100 25 times no? That way if you had a 25 dex your number would be lower and
if you had a 20 dex your number would be higher no?

----- Original Message ----- 
From: "Scott Snyder" <[EMAIL PROTECTED]>
To: "'Dale Kingston'" <[EMAIL PROTECTED]>; <[email protected]>
Sent: Sunday, July 13, 2003 4:16 PM
Subject: RE: Combat system implementation help


> Maybe I'm way off target here, but why not use the mod operator to pull
> the five off.  So, first you would take the 25 / 10 = 2, then 25 % 10 =
> 5.  You know that the 2 stands for 2 full updates (1 sec), just add a
> line or two that would interpret the 5 appropriately (to 1/2 sec which
> is equal to one update).
>
> So, I think something like this should work: (25 / 10) + ((25 % 10) / 5)
>
> The only thing I see is if you wanted to round things out more, so if
> someone had a 23, they would still get an update every 1.5 seconds, and
> 22 would get the next stage of update.
>
> Now that I look a little closer, it appears that a lower number would
> give you a slower update time, but using the numbers involved, I'm not
> sure how that would work.  For example, a 25 would give an update every
> 1.5 seconds, but what would a 20 give?  According to what you were
> saying, it seems like it would get an update every second, and getting
> more attacks for a lower dex seems counter-intuitive.
>
> Boh-Ahz
>
>
>
> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dale
> Kingston
> Sent: Sunday, July 13, 2003 4:43 PM
> To: [email protected]
> Subject: Combat system implementation help
>
> Ok I'm working on doing a new combat system for my mud.. And I'm trying
> to
> plan it out before I just start coding it. But I run into a small
> implementation problem that I was hoping maybe someone had some insight
> on
> how I could do it. So let me explain it a bit:
>
>
>
> I wanted to have a fight update. Probably have it run twice a second so
> ever
> 2 pulses. Now to figure how often a person would update or hit I was
> figuring it like this. I want to take there Dexterity * 4 giving me a 4
> -
> 100 number. Then Each class will have like a modifier so lets say an
> assassins is 4. So it would divide that 4 - 100 number by the class
> modifier. So ((dex * 4) /  class_mod) So lets say an assassin had 25 dex
> and
> there mod is 4 so that would return 25. Now I would like that to work
> like
> this but IDK how to do it. Would like to divide that 25 by 10 so I get
> 2.5.
> And I would like that 2.5 to mean 2 and 1/2  updates. Meaning they would
> run
> through the update once ever 1 and 1/2 seconds. My problem is how would
> I
> get that 5 to mean 1/2? Of second? And how would I grab that .5 away
> from
> the 2.5 so I could use it? Any ideas or suggestions would be a great
> help.
>
>
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