On Mon, 4 May 1998, Chuck Reed wrote:
> Hi there. I have been trying to come up with some basic standards for mob
> and obj stats for my builders, but I really (REALLY) suck at doing things
> like this. I'm looking for any ideas, suggestions, or people who would be
> interested in joing us in our efforts.
Mobs are easy. Preset ALL stats based on the mob's level and tell the
creators that they can only modify stats +/- 10% from the preset values.
Objs are harder. I have 50 levels. I broke down the objs into 6 power
levels:
1 - 10: Newbie
11 - 20: Experienced
21 - 30: Average
31 - 40: Advanced
41 - 50: Expert
Quest: Most Powerful and usually unique
I went through and stated things like the following:
ITEM_TYPE
Extra flags allowed: All, except XXXX
Affect flags: List what spell affects the item can imbue upon owner.
Applies allowed:
list applies allowed and what range of affect they can have.
Values:
list the values here and state what ranges are acceptable.
Do that for each item type and each power level and you have yourself
standards. I did the quest items first. That way I set the cap for the
"most powerful" items allowed in the game. Each power level that I went
down, I removed and/or lessened some of the abilities that the item type
had until I was all the way down to newbie. If the newbie stats were not
what I wanted, then I started over with the reduction in power and
continued to do this until I was satisfied.
Hope this info helps.
John Evans <evansj@hi-line.net> -- http://www.hi-line.net/~evansj/
Any sufficiently advanced technology is indistinguishable from magic.
--Arthur C. Clarke
+------------------------------------------------------------+
| Ensure that you have read the CircleMUD Mailing List FAQ: |
| http://democracy.queensu.ca/~fletcher/Circle/list-faq.html |
+------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/15/00 PST