Mm, was playing Imperial (see .sig) and was talking about item values, how
they didn't mean much. It gave me an idea.
Many, more advanced muds base their exp on a formula (something I think
should be in stock circle). Well, maybe item values should be based on a
formula. Here's a little prototype idea:
/* item_type values */
switch (item_type) {
case ITEM_WEAPON:
value = ndd * sdd * 50;
break;
case ITEM_ARMOR:
value = ac * 100;
break;
default:
value = 0;
break;
}
/* wear flags */
if (item_take)
value *= 1.5;
if (item_finger)
value *= 2;
if (item_neck)
value *= 2;
if (item_body)
value *= 2.5;
if (item_head)
value *= 2;
/* builder puts in modifier to value */
value += value_mod;
Again, just a very brief, more of a psuedo type prototype. What do you
ppl think?
__________________________________________________________________________
** Supreme Implementor The Domain mail.bcpl.lib.md.us 9999 **
* Implementor Decadence mail.bcpl.lib.md.us 9995 *
Demi-God Chaotic Realms chaotic.econ.cbs.dk 4000
Immortal Magic Fields bizar.dystopia.fi 4000
Mortal Imperial mandrake.cs.hut.fi 6969
Adam Beytin mbeytin@umd5.umd.edu http://members.tripod.com/~abeytin
__________________________________________________________________________
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