Re: builder trys tackling MUD

From: Glenn Campbell (glenn@cgc.ns.ca)
Date: 10/24/95


At 04:45 AM 10/24/95 -0500, you wrote:
>Well, Im a former builder and figured Id give full imp'ing a try after 
>many months of debating and talking to others.  Ive got the site set up 
>and the circle running and have explored it a bit just to see how things 
>are set up.
>	Ive run into a slight snag though, in showing it to someone who 
>was thinking about helping me out (previously only been on mushes) he 
>asked how to practice.  I told him, and we discovered that he is unable 
>to practice in skills he doesnt already have some skill in.  i.e. Being a 
>theif he started with only sneak.  He couldnt train in steal or 
>anything.  I created a test character and found the same true for it.  
>Can anyone tell me what the problem here is?  And if theres any way to 
>set the guilds to be able to teach skills that are not known already in 
>some way by the character?
>	Also, Ive not be able to find the combat skills, the combat realated are 
>there (i.e. bash, kick, etc.) but the three that it says should be there 
>(slash, pierce, blugeon) I cannot find.  Can anyone tell me where they are
in the code?  
>
>Thanks for the help, Ironwolf the would be Imp.
>
>
Slash, Pierce and bludgeon are not skills (at least not usually), but rather
they are attack types (slashing weapons, piercing (backstabbers) and
bludgeoning (maces/clubs etc..). My circle 3 came with bash, punch, track
and kick for warriors. I had to add new skills on my own. Examples are
warcry and berserk.
  As far as skills go - the coder sets the level at which skills can be
practiced in spell_parser.c in circle3 code. So a player will only be able
to practice those skills that have been set to be available at <= his/her level.

Hope this helps :)
Groo/Malador/Maistro
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