You are looking at a meeper for wolis

Wolis,
The battlewon is a good idea and I implemented it in the system slightly different than your test code. Instead of msg it at the place you suggested, I just copy the winner into the battle system's host, then when the battle is over, it checks to see if it was player vs player and if so it shouts a rumor that $target beat $second.

This object you are reading is scripted to react to such a message.

CB is requesting that the system allow for duel-wielded weapons. Maybe the best way to do this would be for "$weapon is wielded by $target" to randomly get the object instead of getting the 1st one. Is that hard to do?

I'm thinking about setting some pocket variables during battle rounds so that the objects "learn by mistake". The attack command could init them to 0 whenever an object doesn't have them. I don't think players should be able to edit them (except thru code of course), so what do you think if I set pocket var's password to "battle"? Assuming the player's pwd isn't battle, they shouldn't be able to edit it (without coding), right?

Anyway... here they are:
aimpoints: increment each time someone misses. If aimpoints > aim then increment aim and reset aimpoints to 0. Note: This means each time you gain aim it takes more experience to gain it to the next point.

dodgepoints: increment each time someone is hit. If dodgepoints > dodge then increment dodge and set dodgepoints to 0.

chance of hitting: get random # between 0 and (attacker's aim defender's dodge). If random > than defender's dodge then it's a hit.

healthpoints: increment each time someone is hit. If > healthmax then increment healthmax and set healthpoints to 0. Of course, the player would have to get some healing to actually benefit from the new level of health.

Note: This means non-player objects will learn to fight better too. Players who have fought more will own players who haven't. But the "diminishing returns" allows youngsters to catch up.

Any thoughts on this?

see ya...
--Thorn

Code