Counter Skill

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Benny
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Counter Skill

Postby Benny » Jul 9th, 2009, 7:29 pm

Code: Select all

/* -------------------------------------------
 * Counter Skill for ROM24, 1.02 - 3/30/98
 * -------------------------------------------
 * The counter skill is an advanced defensive
 * fighting technique that allows a skilled
 * fighter to reverse his opponents attack and
 * actually hit him back with it.
 *
 * As with all else, please email me if you use
 * this code so I know my time is not going
 * to waste. :) And also, with this one I could
 * really use some suggesstions for improvement!
 *
 * Brian Babey (aka Varen)
 * [bribe@erols.com]
 * ------------------------------------------- */


/* -----------------------------------------------
 * In const.c, insert this into the skill table */

    {
        "counter",              { 53, 53, 20, 25 },     { 0, 0, 6, 8},
        spell_null,             TAR_IGNORE,             POS_FIGHTING,
        &gsn_counter,           SLOT( 0),       0,      0,
        "counterattack",        "!Counter!",   ""
    },


/* ----------------------------------------------
 * In merc.h, under Game Parameters, increment
 * the variable MAX_SKILL by 1. */


/* ----------------------------------------------
 * In merc.h, under the new gsns section, insert
 * this line */

extern sh_int  gsn_counter;


/* ----------------------------------------------
 * In db.c, under new gsns, insert this line: */

sh_int                  gsn_counter;


/* ----------------------------------------------
 * In fight.c, in the local function declarations,
 * insert this line. */

bool    check_counter   args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) );


/* ---------------------------------------------
 * In fight.c, insert this function wherever
 * it belongs alphabetically (or wherever you'd
 * like it to be - it really doesn't matter) */

bool check_counter( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt)
{
        int chance;
        int dam_type;
        OBJ_DATA *wield;

        if (    ( get_eq_char(victim, WEAR_WIELD) == NULL ) ||
                ( !IS_AWAKE(victim) ) ||
                ( !can_see(victim,ch) ) ||
                ( get_skill(victim,gsn_counter) < 1 )
           )
           return FALSE;

        wield = get_eq_char(victim,WEAR_WIELD);

        chance = get_skill(victim,gsn_counter) / 6;
        chance += ( victim->level - ch->level ) / 2;
        chance += 2 * (get_curr_stat(victim,STAT_DEX) - get_curr_stat(ch,STAT_DEX));
        chance += get_weapon_skill(victim,get_weapon_sn(victim)) -
                        get_weapon_skill(ch,get_weapon_sn(ch));
        chance += (get_curr_stat(victim,STAT_STR) - get_curr_stat(ch,STAT_STR) );

    if ( number_percent( ) >= chance )
        return FALSE;

        dt = gsn_counter;

    if ( dt == TYPE_UNDEFINED )
    {
   dt = TYPE_HIT;
   if ( wield != NULL && wield->item_type == ITEM_WEAPON )
       dt += wield->value[3];
   else
            dt += ch->dam_type;
    }

    if (dt < TYPE_HIT)
       if (wield != NULL)
           dam_type = attack_table[wield->value[3]].damage;
       else
           dam_type = attack_table[ch->dam_type].damage;
    else
       dam_type = attack_table[dt - TYPE_HIT].damage;

    if (dam_type == -1)
   dam_type = DAM_BASH;

    act( "You reverse $n's attack and counter with your own!", ch, NULL, victim, TO_VICT    );
    act( "$N reverses your attack!", ch, NULL, victim, TO_CHAR    );

    damage(victim,ch,dam/2, gsn_counter , dam_type ,TRUE ); /* DAM MSG NUMBER!! */

    check_improve(victim,gsn_counter,TRUE,6);

    return TRUE;
}




/* -------------------------------------------
 * In fight.c inside the one_hit function, you
 * need to put this in to replace the line reading
 * result = damage ( ch, victim, dam, dt, da... etc. */

    if ( !check_counter( ch, victim, dam, dt ) )
        result = damage( ch, victim, dam, dt, dam_type, TRUE );

    else return;
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