From: Welcor (
Date: 11/21/01

----- Original Message -----
From: "dapiner" <>
> > Do I need to just change the formulas for wis_apply_types wis_app.. in
> > constant.c? Or is there some magical way of going about this that I cannot
> > see, I've looked through fight.c which was posted in a previous email,
> > saying that most the stats showed up there. That was wrong.
> I belive alot of the stats affecting combat (str, hitr, damr, etc.) are
> located there.
> In magic.c is where int/wis/saveing throw etc. are done.
And you'll want to consider how you wish your mud to be balanced afterwards.
See below.

> > 1. Change the formulas in constant.c for all the stats, EG: {1, 1, 1} all
> > the way to 100, will this be a conflict considering that some start with
> > negative values?
> don't know... but you will have to change some values from a s_byte to a
> int so that they don't go negetive after so many values

No, it won't be a conflict, but I'd recommend you take another approach.
Instead of making the array larger, change it into a function. Ie. instead
of cpp_extern const struct str_app_type str_app[] = {
  {-5, -4, 0, 0}, /* str = 0 */
... (99 more lines)

make an 'int str_app(int str, int apply_type)' function.
This will make it easier for you to expand and rebalance your mud afterwards.
Such a long table is hard to get an overview of, and if you wish to change
things later, a large table can get really messy.

> > 2. Scower the code for places that restrict PC stats higher then 18 and
> > change it to 100.
> Yep, but I belive they are 25 is where they are restricted.
> > This is all I can figure to do, then redo roll_real_abilities to roll say
> > something with 100 that fair like, 13d6*4 this is just a number, not
> > actually what I intend to use.
roll_real_abils() is the easy part - as soon as you've decided what effect
different stats have, you just adjust it to the scheme. See below.

> Yes... also consider every place where stats are called.  You don't want
> players gaing
> 10000 max hit points or you don't want them getting 1000 extra damage.  Make
> sure
> class.c where it rolls the player to make sure they have the proper amount
> of points.
> As I will tell any mud is that balence is the key to any and everything.
> Without balence
> players are to weak or to strong.  I'd grep on the stats you are changeing
> to 100 to see
> where they are called at, see if any adjusting needs to be don there.  I'd
> make sure where
> a player levels that the points are distrubted equally.  If you don't adjust
> this say a person
> with maxed out con will get 1000 + hit points and a person with 100 str will
> everything out there unless the fight.c is edited where str is added to the
> amount of damage.
> Best thing to do in my thoughts would be to grep the stats and look there to
> see what is change.
Just allowing stats to go from 0 to 100 instead of 18 doesn't make the mud
better. What you need to do, is to think for yourself, "what is it, I'm trying
to accomplish by allowing stats to go to 100 ?". Be prepared for a LOT of
changes - the current stat range is used for balancing the whole game - even
minor tweaks can upset that balance.


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