[MUD-Dev] Triangular Damage Infliction System

Ben Chambers bjchambers at phoenixdsl.com
Sun Jan 28 22:47:55 CET 2001


<EdNote: Quote trimmed>

From: "Ben" <bjchambers at phoenixdsl.com>
 
> I will briefly restate what has been said already on this topic, for the
> sake of those who haven't been paying attention.
> 
> In this system all HPs a person are arranged in a triangular arrangement.
> For example 33 HP would be represented as:
> 
>     *     
>     **    
>     ***   
>     ****  
>     ***** 
>     ******
>     ******
>     *****
> 
> Basically what happens is each row can be assigned damage.  If there
> ** are enough hp left in that row to handle the damage, the damage is
> marked *** off.  If not, the damage overflows, the amount of overflow
> dictates what **** negative effects, and the severity of them.  In
> this way, a person with ***** more hitpoints can take a LOT more small
> hits than a person with moderate ****** hitpoints, as well as being
> able to take a larger hit, without a negative ******* effect.  *****

What about having the effect be decided by a percentage relative a
relationship between total hp and current hp.  In this way the
stronger a person is, the less severe the effect, but at the same time
the more damage he has taken the more likely it will be severe.  This
also occurs because more overflow takes place.

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