Re: Installing Item and Level Limits (question)

From: Brian Christopher Guilbault (
Date: 05/07/96

On Wed, 8 May 1996, Pandion-Knight wrote:

[..Un-related comments snipped..]

> No offense but what about a mud that has 300 levels.. like the one i'm 
> on.  Thats 30 flags?  Lets just clog the structs file up.  I wrote a way 
> to do it using integer variables - that way you dont HAVE to have 
> increments of ten anyways, which is stupid if you want something 
> restricted to level 45 or so, what do you do ?  Everyone's gonna be 
> warring to get to the next 10 levels, not the next one, or whatever.
> I saw a mud where they had LVL_10 LVL_20 etc and I just laughed, because 
> they had a similar thing for mob attacks ATTACK_2 etc etc., making it 
> very clumsy to work out.  Besides I really go for elegance. :)  Anyways I 
> have a complete way on how to do it floating around the list somewhere, 
> feel free to hack the idea up and use it, its not skin off my back.. :)
> If you want to see how I parsed the new variables into the obj_proto drop 
> me a line and I'll show you how I did it.  Its a peice of cake, and imo 
> if you're not afraid to fiddle db.c you'll find it makes things much more 
> free in the end than a bunch of flags.  Sorry but thats how I feel.

It is not my intention at all to start some kind of moral battle, and I 
certainly agree that with 300 levels you wouldn't want to do the flag 
method. I'm just posting how we do it, and yes, it works. In fact, I also 
hate level restricts, but in our case, it just had to be done. We only do 
it on a very few select items. It's not like some MUDs that have 
longswords restricted. And what you said about warring to get 10 levels 
is absolutely true, that's how it works. Like I said, it may not be the 
best of methods, but is sufficient for what we needed it to do.

  -Brian (who's going to go find all that extra flag code)

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