On Wed, 22 Nov 1995, Ben Leibig wrote:
> Date: Wed, 22 Nov 1995 18:01:27 -0700 (MST)
> From: Ben Leibig <leibig@robin.bvsd.k12.co.us>
> To: circle@pvv.unit.no
> Subject: Races
> I am looking to install races in my mud and i am woundering if anyone has
> done it and if so how hard and complex it is. For right now i just wanna
> add 4 or 5 races and just have em effect your stats(Ie dwarfs are +1 str
> -1 int) or somthing. Later i might wanna add speical abilitys like
> infervison and the sort. I was just woundering if anyone else has done
> it and if so if you could give me some advice.
We have done it at BUG Mud (yes, we're back) and it is not that hard at
all : just check the class-code and make it similar (yeah, big help I am).
No, just add something like RACE_<I-don't-know-what> in structs.h and
update :
- act.informative.c (for commands like who, where, ...)
- act.other.c (for commands like group, ...)
- act.wizard.c (for commands like set, ...)
- class.c
this is where you add most of the code, you can
build a switch statement in there like :
switch(GET_RACE(ch)) {
case RACE_<blabla> :
GET_STR(ch)--;
GET_DEX(ch)++;
...
}
- interpreter.c, in the function nanny : you put an extra
CON_-type in here (for new chars)
- handler.c (for objects which are anti-race)
Actually, it is pretty easy, when you understand the code for classes.
Just follow that code, and eventually (hopefully with not too many
errors) you will get there.
Hymy
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