Re: [CODE] different method of mana regen

From: Jon A. Nielsen (
Date: 04/11/00

> There are 4 value flags (see GET_OBJ_VAL() in
> utils.h to see where they are in the obj
> struct) of which corpses do not use all four.
> Just stick the level of the mob into one of
> the unused values.  Then when they try to
> drain the corpse, check the approrpriate
> value and if it is > 0, the corpse has already
> been drained and they are SOL.  Otherwise add
> that value to the drainer's current mana based
> on whatever formula is appropriate for your
> mud (for stock circlemud, I would probably
> start with a simple 1:2 level:mana conversion
> and adjust based on player feedback).

Just as a sidenote to this:  I would highly suggest that you add more slots
for object values when your MUD is relatively young, simply because there
may be many additions you'll want to add to your MUD later on, and creating
new slots is a pain in the butt, especially if you're going to have to
convert your rentfiles.  The head coder for the MUD I code on created 12
value slots for further use, and I've already found myself using up those on
many item types.  (for example, the blood/vampyre example you said;  it's
really easy to add if you have free value slots)

Just my two cents,

Jon A. Nielsen
Lazarus of Spear of Insanity MUD

     | Ensure that you have read the CircleMUD Mailing List FAQ:  |
     |  |

This archive was generated by hypermail 2b30 : 04/10/01 PDT