Same here.
Actually, also included something like MATERIAL_WEAR_IRON and
MATERIAL_HIT_IRON for weapons that, say, have steel blades but wooden
handles and stuff.
I haven't actually started using them yet, but they're there. :)

----- Original Message ----- 
From: "Chris "Winston" Litchfield" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Sunday, November 30, 2003 8:11 PM
Subject: Re: material imm and vulns


> Well what I did was make a flag set.  like MAT_STEEL, etc.. and then
modify
> accordingly.
>
> Made it all easy.
> ----- Original Message ----- 
> From: "Tom Whiting" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Sunday, November 30, 2003 3:11 PM
> Subject: Re: material imm and vulns
>
>
>
> > should be able to add this.
> >
> > switch (check_immune_material(victim, wield))
> > {
> > case (IS_IMMUNE):
> > immune = TRUE;
> > dam = 0;
> > break;
> > case (IS_RESISTANT):
> > dam -= dam / 3;
> > break;
> > case (IS_VULNERABLE):
> > dam += dam / 2;
> > break;
> > }
> >
> It's not that simple. In order to get immunities to work, you have to
> actually get
> them to work in the first place. Remove all the NULL immunities, make sure
> OLC reads
> and writes immunities FLAGGED (as it does with chars), etc.
> check_immune() checks against a flags list, there IS no flag list
currently
> in
> materials, and it'd pretty much not a good thing.Unless you're going to
have
> equipment taking damage, you are pretty much undertaking something that
will
> be far
> more time costly than beneficial.
>
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