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1. Backstab/assassinate Mon Aug 28, 2006 [3:17 AM]
KingUnion
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member since: Jun 12, 2006
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Working on Rom2.4 code

is there a way to have backstab/assassinate to work against a mob then have certain unique mobs, for backstab to work but not allow assassinate to go off, without having to implement "circle" skill.


2. RE: Backstab/assassinate Mon Aug 28, 2006 [4:41 AM]
Hades_Kane
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member since: Aug 17, 2001
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Yeah.
-Diablos

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3. RE: Backstab/assassinate Mon Aug 28, 2006 [1:53 PM]
Astiral
eclipsing.souls@gmail.com
member since: Feb 2, 2006
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What he said.


4. RE: Backstab/assassinate Mon Aug 28, 2006 [2:31 PM]
mann_jess
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member since: Dec 10, 2005
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If you want more results than the past two posters, you have to supply a bit more information... for example, I could spend an hour writing up a post to describe every possible problem you could be having so that I'm sure that you'd get whatever it is you want accomplished... accomplished. However, my incentive for doing that, at the moment, is probably rather low, given that I have no idea if you've put any time or effort into the given problem whatsoever. Not to mention of course that I have no idea what the problem is in the first place.

If you ask if there is a way to do something, the answer is yes... there is a way to do anything you could possibly imagine through code. If you want a more detailed response, post back here with a specific well articulated question, which includes a specific problem that you're having and which shows everyone that you've put some sort of effort into fixing the problem before posting here.

For example... "I'm coding a MUD from codebase X and I made a character structure, but I can't figure out how to give the character experience. I tried this line of code: Line of code but it didn't work because of this error I received: error. Thanks in advance for any help!" --- That would be a good post, and I guarantee you'd get plenty of feedback. Until that time, I'm not even sure if I entirely understand what it is you want to do.

Best of Luck,
-Jess


5. RE: Backstab/assassinate Mon Aug 28, 2006 [2:38 PM]
mann_jess
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member since: Dec 10, 2005
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I meant to make a suggestion as well, so I'll do it here instead. I'm guessing your backstab skill does some damage to a mob and when it does, an assassinate skill has a chance of outright killing that mob. What you want, is that some mobs will never be outright slain regardless of any assassinate skill. Your options for that case are something like...:

One: Reduce the chance of the assassinate skill outright slaying a target.
Two: Change the chance of the assassinate skill to reflect the attacker's level & skill vs. the defender's level & skill.
Three: Hardcode a point at which a mob will never be slain by an assassinate skill.
Four: Add a flag option for every mob such as NO-ASSASSINATE so builders may determine which mobs can and can't

As well as, probably, an infinite number more... those are some basic ones.

Best of Luck,
-Jess


6. RE: Backstab/assassinate Mon Aug 28, 2006 [3:27 PM]
Hades_Kane
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member since: Aug 17, 2001
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I'd probably go with number four. I didn't quite understand exactly what the OP was asking, and I was unsure if they were just curious if there was a way and they wanted to figure it out on their own from that point (which is what it seems given the wording of the post) or if this was their way of asking how-to.

In anycase, if you'll repost some more specifics, such as what you've tried, what exactly you are wanting to accomplish and such, you'll likely get more helpful responses. But from what I can tell of what you posted, a flag to prevent assassination triggering seems like the solution you are looking for.
-Diablos

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7. RE: Backstab/assassinate Mon Aug 28, 2006 [3:45 PM]
Astiral
eclipsing.souls@gmail.com
member since: Feb 2, 2006
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...what he said.

(Comment added by Astiral on Mon Aug 28 16:47:38 2006)

Now, to be serious, I'd recommend the flag. Put it in IMM_ or ACT_, wherever you have the room, then just make sure that flag ISN'T set before assassination does anything. If you can't figure out how to add a flag, I'd recommend you stare at it for a few hours, then find a new MUD to play, rather than running one. After all, it takes patience, effort, talent, and masochism to run one.


8. RE: Backstab/assassinate Mon Aug 28, 2006 [6:36 PM]
KingUnion
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member since: Jun 12, 2006
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"One: Reduce the chance of the assassinate skill outright slaying a target.
Two: Change the chance of the assassinate skill to reflect the attacker's level & skill vs. the defender's level & skill.
Three: Hardcode a point at which a mob will never be slain by an assassinate skill.
Four: Add a flag option for every mob such as NO-ASSASSINATE so builders may determine which mobs can and can't"

Well the problem we were having was, on the thief class, after I killed of 7npc that were suppose to be SUPER tough lvl 100-120 that you fight 1 by 1, either with a group of other people or solo. I fought them solo but took about 1hr to kill just to prove how strong I was heheh.
BUT the problem occured when I went ahead and did what i do best, find ways to be efficient. So I took my warrior+cleric+thief+cleric combo, I used rescue skill on the thief to allow it multiple times of backstab attempts before the npc hits 33% and becomes immune to backstab since "circle" skill is not implemented. After seeing what I did, they immediately closed down the 7npc and added a program to be completely immune to backstab at all.Which made a few people mad, mainly the Thief class users,cause thats what they do and after that they were stuck to using just autoattacks and acid blast every round.

I really appreciate with those ideas you posted.
I was leaning toward the option 3 before i posted here but option 4 seems more viable and can be used more efficiently.

thanks




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