Saves

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Vibius
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Saves

Post by Vibius » Tue Apr 08, 2008 4:18 pm

I was wondering if now that saves are implemented, there is a function that allows you to force the character to make a save check of the type of your choice with the difficulty of your choice, and afflicting (or not) the character with an affect according if he has failed or saved it.

If this isn't possible I was thinking in something like:

Code: Select all

if con($n) < 15
 
 if rand(15)
 mpechoat $n Suddenly you start coughing violently and feel sick as the air is too vicious for you
 mpechoaround $n Coughs violently as the air seems too vicious for $m
 mpaffect poison $n
    
endif
Is this correct?
Dalvyn
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Re: Saves

Post by Dalvyn » Mon Apr 14, 2008 12:17 pm

This is not yet possible, as far as I know ... but definitely something worth adding to Bugzilla. Japcil? :)
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Kregor
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Re: Saves

Post by Kregor » Mon Apr 14, 2008 4:05 pm

Agreed. We need if checks for saving throws, now that we have working saves, something on the lines of:

if will_save(dam_type, $x)
if fort_save(dam_type, $x)
if refl_save(dam_type, $x)

So that we can specify a damage/descriptor type (this will also allow the APPLY_SAVE flags to work).

Combine that with the previous thread that suggests adding a dam_type argument to the mpdamage() function, and we have the makings of pretty much any kind of magical pitfall/trap/etc we could want, that all work hand in hand with the new saves/resists.
"There is no safety for honest men except by believing all possible evil of evil men."

Kregor - Ranger of Tangled Trees
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Japcil
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Re: Saves

Post by Japcil » Mon Apr 14, 2008 6:57 pm

If checks added as a enhancement to the tracker.
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Dalvyn
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Re: Saves

Post by Dalvyn » Tue Apr 15, 2008 11:24 am

Thank you, Inspector Japp.
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