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Re: [MUD-Dev] Combat systems
From: Kylotan <kylotan#kylotan,eidosnet.co.uk>
Sent: Saturday, December 11, 1999 4:51 PM
Sorry to reply to my own post, but...
> Regarding the health/constitution thing - I assume this would be
> equivalent to (current hit points / maximum hit points) in an AD&D type
> system? I use something similar, but I use (1 - sqr(current/maximum))
> so that the effects are not pronounced until the character has
> started taking serious wounding.
I had done this from memory without checking - I actually multiply by 1 -
sqr(1 - (current / max)). This gives a 0% penalty for a 100% healthy
character, a 100% penalty for a 0% healthy character, and a 25% penalty for
a 50% healthy character. I expect there is a better formula to obtain that
curve, but it doesn't come to mind right now :)
--
Kylotan
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MUD-Dev maillist - MUD-Dev#kanga,nu
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- Thread context:
- [MUD-Dev] Re: Commercial Online Roleplaying Games (fwd),
J C Lawrence claw@kanga.nu, Tue 14 Dec 1999, 18:31 GMT
- [MUD-Dev] Metakit,
J C Lawrence claw@kanga.nu, Mon 13 Dec 1999, 16:53 GMT
- [MUD-Dev] Combat systems,
Neil Edwards neiled@clara.net, Sat 11 Dec 1999, 15:08 GMT
- [MUD-Dev] The GTS Library,
J C Lawrence claw@kanga.nu, Sat 11 Dec 1999, 05:54 GMT
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