Ah cause I forgot to mention why I wanted that 4 - 100 number... I plan to take the dex and figure that 4 - 100 number. Then I plan to write some skills that would speed you up by 15% or 20% or what not.... Then I want it to with that modifyed number figure the updates you know where it divides it by 10 giving me that 2.5 number or for someone might be 4.2.
----- Original Message ----- From: "Scott Snyder" <[EMAIL PROTECTED]> To: "'Dale Kingston'" <[EMAIL PROTECTED]>; <[email protected]> Sent: Sunday, July 13, 2003 4:29 PM Subject: RE: Combat system implementation help > Why not just reverse the number? So, if a 25 is returned, just do a 25 > - 25, and have a lookup table that converts it? So, 0 is the fastest, > and runs every 3 updates (1.5 seconds). Then, if the player had a 25 - > 20, that give you a 5, which is 1 update slower, so it would be 3 + 1, > for every 2 seconds? > > Boh-Ahz > > -----Original Message----- > From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Dale > Kingston > Sent: Sunday, July 13, 2003 5:21 PM > To: Scott Snyder; [email protected] > Subject: Re: Combat system implementation help > > Got a good point there, now that I think about it if you had a lower dex > it > would do you better..... *ponders* This is why I always try to write > things > out, and run numbers through them a few times to see how it would > work..... > > ----- 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. > > > > > > -- > > ROM mailing list > > [email protected] > > http://www.rom.org/cgi-bin/mailman/listinfo/rom > > > > > > -- > > ROM mailing list > > [email protected] > > http://www.rom.org/cgi-bin/mailman/listinfo/rom > > > > > -- > ROM mailing list > [email protected] > http://www.rom.org/cgi-bin/mailman/listinfo/rom > > > -- > ROM mailing list > [email protected] > http://www.rom.org/cgi-bin/mailman/listinfo/rom >

