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I'm not sure what you mean by it permanently affecting the victim's saving throws. If you call the save function with a NULL "actor" parameter, it does the normal thing. Therefore, whenever you want the new system, you add the actor parameter; otherwise, you leave it as NULL.
Here's a hint: take the old version of the function and add the parameter and do the appropriate stuff. Then recreate the old function prototype, and have it be a wrapper to the new function with a NULL parameter. This way, by default, there will be no 'actor', and you get to decide exactly when to use the actor.
But on the other hand, not having the old function lying around will cause compiler errors everywhere the saving throw functions are called, which might be good because it lets you make individual decisions about each and every one of them.
All this said, I think you are quite correct to focus on one thing at a time... :-) |
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
http://david.the-haleys.org | top |
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