Re: [Circle] [CIRCLE] Limits on classes?

From: Jack Wilson (deejay@cu-online.com)
Date: 11/28/96


Rasdan wrote:
> 
> Hi all,
> 
> Is there a limit as to the number of classes a person can be? I am setting
> up multi code where the players keep their skills they have already earned
> once they become a new class. The only way I can think to do this is to
> set up a new class for each multi level. ie:
> 
> CLASS_MAGE_CLERIC
> CLASS_MAGE_CLERIC_THIEF
> CLASS_MAGE_CLERIC_THIEF_WARRIOR
> CLASS_MAGE_CLERIC_WARRIOR_THIEF
> CLASS_MAGE_THIEF

Er.  Mage/Cleric/Thief/Warrior *and* Mage/Cleric/Warrior/Thief?

This method means a lot of possible combinations, and if you add more
classes later you'll experience combinatorial explosion... not good.
(For six classes, that's 1236 combinations.  For twelve classes, it's
 almost a billion... have fun typing!)

Instead, try adding a highest_level[] array to your player structure,
and then you can check the skills available against that array.
e.g. if ch->highest_level[CLASS_CLERIC] is greater than 30 (or
whatever), then the player knows sanctuary (or whatever).

If you only allow a person to switch classes once he has completely
mastered a previous class, you can afford to use a simpler schema:
a bitmap of "mastered" classes.  Then, if a player has a class in
his "mastered" bitmap, he knows all the skills/spells in that class.

On the other hand, maybe you want a schema where the order you learn
classes matters.  For example, maybe the first class can be learned
to a maximum of level 20, the second to level 10, and so on.  In which
case you need a "stack" (fixed in size, of course) for each player.  

> *^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*^*
>     Rasdan             ** FINALITY **


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