immortal powers from Daniel Koepke on Tue, Nov 04, 1997 at 08:01:35AM -0800

From: Eric Green (thrytis@IMAXX.NET)
Date: 11/04/97

On Tue, Nov 04, 1997 at 08:01:35AM -0800, Daniel Koepke wrote:
> On Tue, 4 Nov 1997, Edward Glamkowski wrote:
> ->This would be neat.  Also don't let players automatically
> ->advance to 31 with enough experience (or has this already
> ->been taken out?).  Death Gate's code does this, but I
> ->suspect it is a lot of work...
> Uhm, you mean change two lines of code in gain_exp() and
> gain_exp_regardless() ?
>   while (GET_LEVEL(ch) < LVL_IMMORT &&
> changed to
>   while (GET_LEVEL(ch) < LVL_IMMORT-1 &&
> in both functions...

DGC's immortal system is a bit more flexible than the standard
CircleMUD system, and independant of the mortal system.

Each god has a trust rating, which is roughly the immortal level.
This is used when the "level" of two characters need to be compared
for a god command to work (such as force, or invisibility).  The lowest
level is equal to a mortal, so you can limit the power a new god has
when dealing with players.

What commands an immortal receives is independant of the trust rating.
Each command (or at least small groups of commands) can be given to
an immortal sepearately.  For example, if a database maintainer needs to be
able to reboot the mud, but shouldn't be able to force players, just give
them the reboot command.

Also implemented was the ability of a god to become vulnerable, so they
were affected by things the same as a mortal.  With the combination, you
could have a group of people who trusted to be judges, and give them
only the judge god command while they continued playing as a mortal character.

This system seemed to work well, and i was asked to implement it on two
other muds i worked on.  It wasn't terribly difficult to do, just a bit
tedious (especially after the third time i did it).


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