This is a split from another thread. I'm trying to think of a good way to simulate action other than just a hit/miss list. I want more complicated results andalso so that the character doesn't always die...
Hmmm... okay.
So I think I would do it like this:
my_str = weapon # fists default!
my_life = 10
weapon = fists
fists = 1
dagger = 2
short_sword = 3
broad_sword = 5
So when the character picks up a new weapon, you change the self.weapon variable... this could apply to armor, too.
What about hit/miss system?