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➜ SMAUG
➜ SMAUG coding
➜ Weapon skills (pugilism, Bludgeons etc)
Weapon skills (pugilism, Bludgeons etc)
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Posted by
| Oblisgr
(123 posts) Bio
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Date
| Sat 25 Jan 2020 07:05 PM (UTC) |
Message
| Do these skill have any affect on the cheracter?
I checks skills.dat and it give spell_null code.
I checked for spell_null and i dfound nothing interesting?
I m asking because i want to make my weapon skills.
Thanks | Top |
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Posted by
| Oblisgr
(123 posts) Bio
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Date
| Reply #1 on Sun 26 Jan 2020 12:32 PM (UTC) Amended on Sun 26 Jan 2020 12:41 PM (UTC) by Oblisgr
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Message
| I found out that the weapons skill have to do with the damage item (stab,slice etc).
i found these lines in fight.c but i i cant understand
this type of lines.
*gsn_ptr = gsn_pugilism;
if add a skill named: two-handed axe how i add it there?
Need to make changes to an other file too? | Top |
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Posted by
| Fiendish
USA (2,534 posts) Bio
Global Moderator |
Date
| Reply #2 on Sun 26 Jan 2020 06:21 PM (UTC) Amended on Sun 26 Jan 2020 06:28 PM (UTC) by Fiendish
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Message
| ( using https://smaugmuds.afkmods.com/files/smaugfuss-193-500/ )
Quote: i cant understand this type of lines.
*gsn_ptr = gsn_pugilism;
That line in weapon_prof_bonus_check in fight.c means that if you are over level 5 and your weapon does DAM_HIT, DAM_SUCTION, DAM_BITE, or DAM_BLAST damage, then you will get a weapon skill proficiency bonus from your pugilism skill. And then elsewhere in the one_hit function, it will also cause you to improve that skill from success or failure (prof_gsn after the call to weapon_prof_bonus_check).
Quote: if add a skill named: two-handed axe how i add it there?
It looks like the code is based on damage types and each damage type can only use one proficiency skill. So inside those `case` statements in weapon_prof_bonus_check you'd have to choose which damage type to assign the new proficiency to and add something like *gsn_ptr = gsn_two_handed_axe;
break;
and then if any of the preceding case statements don't have anything in them you'd have to reorder or set them appropriately unless you want them to also be two-handed axe damage types.
Let's say for example that you want to add your new skill to DAM_BITE (just an example) but you still want DAM_HIT and DAM_SUCTION to be pugilism types.
Then you'd want to reorder them like this
case DAM_BITE:
*gsn_ptr = gsn_two_handed_axe;
break;
case DAM_HIT:
case DAM_SUCTION:
case DAM_BLAST:
*gsn_ptr = gsn_pugilism;
break;
If you want to make your own new damage type for two handed axes, like for instance DAM_CLEAVE, then you'd have to define that in mud.h and assign it as the damage type for various two-handed axe weapons in your game and then optionally check it for resistances in the damage function in fight.c where it says "Check damage types for RIS"
Quote: Need to make changes to an other file too?
You'll need to define gsn_two_handed_axe where the other gsn proficiency skill variables are defined in mud.h and db.c. I would look for where gsn_pugilism is done in those files and just mimic that. |
https://github.com/fiendish/aardwolfclientpackage | Top |
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Posted by
| Oblisgr
(123 posts) Bio
|
Date
| Reply #3 on Sun 26 Jan 2020 07:09 PM (UTC) |
Message
| thanks i have did that, before you reply.
I made my own weapon proficiencies and registered them in mud.h and db.c.
I use them a little but i didnt see them to increase, maybe because my test char to be level 5?
I will test that. | Top |
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