I'd also like to point out a flaw with trying to code workarounds like
that... say you've got +10 str gauntlets of ogre power, and the player's
str maxes at 25 and they're at 20 when they wear them... now the code
checks the little chunk I wrote above and sees to only add +5 to the
mod_stat value, making them 20(25), since adding more would exceed 25
(even though only 25 of that would be counted during fight sequences and
whatnot)... now they decide to remove them... the code sees the
gauntlets are +10 str, and cuts 10 strength from the character, who is
now at 20(15)... now let's say you find a way to code around *that*
also, so that the object itself now keeps track of how much of its +str
has been applied to the character, so that only that amount is
removed... now it all matters what order things happen in... if they're
at 20(20), wear the gauntlets, boost to 20(25), someone casts a -5 str
poison on them, now they're 20(20) again, they remove the gauntlets, the
code checks how much was applied, sees only 5 was, makes them 20(15),
they rewear the gauntlets, the code sees they max at 25, and applies the
entire +10 on them to the character, so now they're back at 20(25), and
all the coding workarounds were pointless :D

[snip]

*poke*
*poke*
*poke*

Don't mind those... they're just the holes that Richard found (or created).
Seeing the effects of 'duct-tape' code written out in front of me, is rather
eye opening.  Thank you for instilling another 'rule-of-thumb' in my mind.

Come playtest my MUD would you?

/* Slips back into lurker mode */


Reply via email to