[idea] formulaic item values

From: Adam Beytin (mbeytin@UMD5.UMD.EDU)
Date: 07/14/97


Mm, was playing Imperial (see .sig) and was talking about item values, how
they didn't mean much.  It gave me an idea.
Many, more advanced muds base their exp on a formula (something I think
should be in stock circle).  Well, maybe item values should be based on a
formula.  Here's a little prototype idea:

/* item_type values */
switch (item_type) {
  case ITEM_WEAPON:
    value = ndd * sdd * 50;
    break;
  case ITEM_ARMOR:
    value = ac * 100;
    break;
  default:
    value = 0;
    break;
}

/* wear flags */
if (item_take)
  value *= 1.5;
if (item_finger)
  value *= 2;
if (item_neck)
  value *= 2;
if (item_body)
  value *= 2.5;
if (item_head)
  value *= 2;

/* builder puts in modifier to value */
value += value_mod;

Again, just a very brief, more of a psuedo type prototype.  What do you
ppl think?

__________________________________________________________________________
** Supreme Implementor           The Domain    mail.bcpl.lib.md.us 9999 **
* Implementor                    Decadence      mail.bcpl.lib.md.us 9995 *
Demi-God                       Chaotic Realms     chaotic.econ.cbs.dk 4000
Immortal                        Magic Fields        bizar.dystopia.fi 4000
Mortal                            Imperial         mandrake.cs.hut.fi 6969

Adam Beytin     mbeytin@umd5.umd.edu    http://members.tripod.com/~abeytin
__________________________________________________________________________


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