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Old 02-27-2005, 11:59 AM
fathernitwit
Developer
 
Join Date: Jul 2004
Posts: 773
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good work. I stuck this in my code, it'll get in eventually... I just synced up yesterday, so it will prolly be a while.

also, I noticed a flaw in your conditionals:
Code:
		case BARD: case BARDGM:{ 
		 r_value = ((level*5)+5);		 
		 if(level >= 50) {		 
			if(r_value > 210)
				r_value = 210; 
		 if(level < 50)
			if(r_value > 200)
				r_value = 200; 
		 break;
		 }
		break;
		}
has a spare {} floating around which alters the logic, it should be:
Code:
		case BARD: case BARDGM:{
		 r_value = ((level*5)+5);
		 if(level >= 50) {
			if(r_value > 210)
				r_value = 210;
		 } else {
			if(r_value > 200)
				r_value = 200;
		 }
		 break;
		}

resulting in:
Code:
case BIND_WOUND:{
	 switch(class_){
		case BARD: case BARDGM:{
		 r_value = ((level*5)+5);
		 if(level >= 50) {
			if(r_value > 210)
				r_value = 210;
		 } else {
			if(r_value > 200)
				r_value = 200;
		 }
		 break;
		}
		case CLERIC: case CLERICGM:{ 
		 r_value = ((level*5)+5);			
		 if(level >= 50) {
			if(r_value > 201)
				r_value = 201; 
		 } else {
			if(r_value > 200)
				r_value = 200;
		 }
		 break;
		}
 
		case DRUID: case DRUIDGM:
		case SHAMAN: case SHAMANGM:{
		 r_value = ((level*5) + 5);
		 if(r_value > 200)
			r_value = 200;			 
		 break;
		}	 
		case MAGICIAN: case MAGICIANGM:
		case ENCHANTER: case ENCHANTERGM:
		case NECROMANCER: case NECROMANCERGM:
		case WIZARD: case WIZARDGM:{
		  r_value = ((level*5) + 5);
		  if(r_value > 100)
			 r_value = 100;
		break;
		}
		case BEASTLORD: case BEASTLORDGM:
		case BERSERKER: case BERSERKERGM:
		case MONK: case MONKGM: { 
		 r_value = ((level*5)+5);			
		 if(level >= 50) {
			if(r_value > 210)
				r_value = 210; 
		 } else {
			if(r_value > 200)
				r_value = 200;
		 }
		 break;
		}
		case PALADIN: case PALADINGM: { 
		  if (level > 10) {
			r_value = (((level-10)*5)+5);			
			if(level >= 50) {
				if(r_value > 210)
					r_value = 210; 
			} else {
				if(r_value > 200)
					r_value = 200;
			}
		  }
		  break;
		}
		case RANGER: case RANGERGM: { 
		  if (level > 15) {
			r_value = (((level-15)*5)+5);			
			if(level >= 50) {
				if(r_value > 200)
					r_value = 200; 
			} else {
				if(r_value > 150)
					r_value = 150;
			}
		  }
		  break;
		}
 
		case ROGUE: case ROGUEGM: { 
		 r_value = ((level*5)+5);			
		 if(level >= 50) {
			if(r_value > 210)
				r_value = 210; 
		 } else {
			if(r_value > 176)
				r_value = 176;
		 }
		 break;
		}
		case SHADOWKNIGHT: case SHADOWKNIGHTGM: { 
		 r_value = ((level*5)+5);			
		 if(level >= 50) {		
			if(r_value > 200)
				r_value = 200; 
		 } else {
			if(r_value > 150)
				r_value = 150;
		 }
		 break;
		}
		case WARRIOR: case WARRIORGM: { 
		 if (level > 5) {
			r_value = (((level-5)*5)+5);			 
			if(level >= 50) {
				if(r_value > 210)
					r_value = 210; 
			} else {
				if(r_value > 175)
					r_value = 175;
			}
		 }
		 break;
		}
 
		default: r_value = 0;
		break;
	 }
	break;
	}
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