We put in code that allows skill %ages to actually go over 100%, in certain cases, like in the event you have an item that boost skill %age. Might want to put a check in for that in the APPLY_SKILL
case APPLY_SKILL: !IS_NPC(ch) && ch->pcdata->learned[(sn = skill_lookup(paf->name))] && (ch->pcdata->learned[sn=skill_lookup(paf->name))] + mod <= 100) ? ch->pcdata->learned[sn] += mod; break; so that, in case your code is set to the standard 100% limit, it won't increase over that with the mod added. It actually probably won't matter much, but I like to get my 2 cents in now and again to make myself feel useless. I mean useful. -Crypt ----- Original Message ----- From: "Richard Lindsey" <[EMAIL PROTECTED]> To: "Mervine, Keith" <[EMAIL PROTECTED]>; <[email protected]> Sent: Thursday, April 15, 2004 2:16 PM Subject: RE: Objects that help Learned % on skills Oh I see, a temporary thing... well that's kind of a tricky one, cuz it's either gonna involve the use of some precompiler definitions to write a new field to your area files and save you a ton of trouble, or you'll have to just create a new structure... the less-sloppy way would be to use the precompiler definitions, but I don't want to go into all that detail, so I'll tell ya how it can be done, and getting the area files taken care of can be your problem :) but bear in mind that you'll have to do something about them, because right now they're set to only read 2 integer values for an affect, location and modifier, you'll also need to add a little chunk into save.c to make pfiles read in w/ the new affect_data field... in summary (minus the area and save tinkering) you'll probably want to do something like this: Add a char *name (or whatever) field to the affect_data structure... Declare an APPLY_SKILL value in merc.h In handler.c, in void affect_modify, add a line line this: case APPLY_SKILL: !IS_NPC(ch) && ch->pcdata->learned[(sn = skill_lookup(paf->name))] ? ch->pcdata->learned[sn] += mod; break; that way it'll only add the affect if they actually have the skill, and they're a player (NPC's have no pcdata)... then just create a command to add the apply to an object, or modify any current commands for that (i.e. Mike Barton's do_add command he just posted, or do_enchant on my own mud, etc) to take a char * argument as well as an integer value... Richard Lindsey -----Original Message----- From: Mervine, Keith [mailto:[EMAIL PROTECTED] Sent: Thursday, April 15, 2004 1:06 PM To: Richard Lindsey; [email protected] Subject: RE: Objects that help Learned % on skills An object that when worn boosts the skill percentage by X IE Ring of Fire Boosts Fireball spell by 5% ----------------------------------------------------------------------- | Keith Mervine | | "Non Omnis Moriar" | | "You look in the mirror, but someone else looks back. | | You remember a life you never had, one that cannot be yours. | | You are the piece that does not fit, you don't belong in this game. | | The board has been knocked over, you shall be swept away." | | | | Service Management Application Developer | | International Monetary Fund | | [EMAIL PROTECTED] | | 202-623-7610 | ----------------------------------------------------------------------- > -----Original Message----- > From: Richard Lindsey [mailto:[EMAIL PROTECTED] > Sent: Thursday, April 15, 2004 1:47 PM > To: Mervine, Keith; [email protected] > Subject: RE: Objects that help Learned % on skills > > > What exactly do you mean by this? Like meditation balls that help > improve your meditation skill when you use them or something? > Or do you > mean just having an item in your inventory, like some sort of magic > skill enhancer, that randomly boosts a person's skill % in something? > > Richard Lindsey > > -----Original Message----- > From: Mervine, Keith [mailto:[EMAIL PROTECTED] > Sent: Thursday, April 15, 2004 12:46 PM > To: [email protected] > Subject: Objects that help Learned % on skills > > IS there anyway to do this? If not does it sound easy to do? > I'm going to try but if anyone already has this in a snippet it > would save me some time. Thanks! > > Keith > > -----BEGIN GEEK CODE BLOCK----- > Version: 3.12 GPA d- s: a C++++ UL+++ P+ L+ E--- W+++ N+++ o K w++ O- > M-- V PS+ PE Y+ PGP>++ t+ 5- X R+++ tv+ b+++ DI++++ D--- G e h---- > r+++ y+++ > ------END GEEK CODE BLOCK------ > > -- > 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

