ok, here goes:
mob
var
hit
agility
Stat()
statpanel("Status")
stat("Hit%:",hit + round(agility/4))
It works, but when i started to code the combats,
i had this problem:
mob/proc
attack(mob/attacker as mob, mob/target as mob)
attacker << "You chose to attack [src]"
if(prob(attacker.hit))
normaldamage(attacker, target)
else
attacker << "You miss!"
npcattack1(attacker, target)
It doesn't put the whole equation in the proc.
I tried making a new var called "totalhit", but I don't know how to give it the Hit% value.
THX.
ID:179609
Nov 28 2001, 10:47 am
|
|
In response to Super16
|
|
I wasn't asking about combat, I was asking about a stat var.
My combat system works pretty well, I just want to know how to fix that var problem. |
In response to Cravens
|
|
now whatis wrong explain full out so i know what to fix
|
In response to Super16
|
|
Read over his first post you might be supprised that what you asked for actually there!
|
In response to Nadrew
|
|
he isnt that descriptful o by the way u still need that shopkeeper code i cna give it to u
|
In response to Super16
|
|
I'm sorry I couldn't read that jibberish up there can you repeat yourself?
|
In response to Nadrew
|
|
do u still need a shopkeeper code. I can give u one instaad of waiting for radditz to give u one.
|
In response to Super16
|
|
Well since I asked him when I was a big newbie over 4 months ago I don't think I need it anymore, though you might need some help because I haven't seen you give anything right to help out around here.
|
In response to Nadrew
|
|
lol u asked him like hmm 3 weeks ago
|
Cravens wrote:
It doesn't put the whole equation in the proc. You have to put the full equation in if you want it to make use of it. mob/proc attack(mob/attacker as mob, mob/target as mob) attacker << "You chose to attack [src]" if(prob(attacker.hit<font color=#ffffa0> + round(attacker.agility/4))</font>)) normaldamage(attacker, target) else attacker << "You miss!" npcattack1(attacker, target) |
In response to Super16
|
|
I highly doubt it, if it was three weeks ago it wasn't me, now I'm going to stop replying because this has become pointless and a waste of space.
|
In response to Shadowdarke
|
|
Shadowdarke wrote:
Cravens wrote: I didn't think about putting the second "attacker" there. Thank you. |
if so then u should put
mob/verb/Attack(mob/M as mob in oview(1))
var/damage=usr.dmg-M.agility
M.hit-=damage
i amde that to fit ur vars now if u wnat experience u need to add that also ur vars need to be set at a number if u wnat it as a number i added damage
mob
var
hit=100
maxhit=100
agility=5
dmg=15
if u wnat experience u need to add a var for exp the 100 means they have one hundred hit the dmg is how much damage is taken away - the thing if u like for me to write up a code email me at [email protected]
also make shure u have a daeth chekc