Crossfire Archive
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Re: CF: multiple protection
I haven't looked at this code, but I'd like to suggest increasing the
scale on hitpoints, to enable higher variation in protection. For
instance, if something damages you for 1 HP, and you have 50% protection,
you still get 1 damage since you can't go below that (unless something
changed since my time, that is). Keeping floats out of it is probably a
very good idea, so hp should ideally be something with even more bits
(maybe), and your hp should be this value divided by something (for
instance 100, 1000, 256, or whatever).
-Frank.
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