Hello all,
I just finished modifing CircleMud 3.0bpl09 so that the experience
system and the spell/skill system works differently.
Normally in the class.c file you have a HUGE listing (I have 105 levels
and 4 classes, and 15 races) classes*levels, of experience/title
information. I edited this so it now uses: classes*races of just
experience information. For example:
Barbarian Class
Human Race ----> 150000
Dwarven Race --> 175000
etc.
Surgeon Class
etc.
Then to generate the experience needed, I use a formula (VERY BASIC at
the moment) of: BASE_EXPERIENCE * LEVEL
---------
Spell/Skill System
I removed the check for seeing if a paticular spell/skill is within
your class or not. And modified the code slightly so that if your
proficency with a skill/spell is > 0 it will display in your practice
list, and let you use it. This seems to add to flexibility, for wanting
to let races have skills/spells, and any other weird modifications you
may want to do.
My question is-----> what will this do to my mud :)
As far as I can tell - there have been no side effects, but I was
wondering if anyone had any comments, suggestions, or ideas on this.
Justin - Primacy
ruin@wired.uvm.edu
Ruin! Mud
http://www.ruin.org/
telnet to wired.uvm.edu 4000
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