> sv0akejo@ida.his.se (Ake Jonsson) writes: > > Now is my question: Is there anyone out there sitting on some kind of > > "step by step" guidlines for adding the extra > > skills, spells...... and so on? > > Here's how I would add a skill: > > 1) Rewrite the SPELLO macro in spell_parser so that it accepts > arguments for thief and fighter minimum levels. Then rewrite > all the SPELLOs with the new arguments. > > 2) Rewrite the guild code so that it uses the SPELLO minimum > levels for all classes, not just mages and clerics. > > 3) Add the skill number to the constants list (spell_parser.c?) > > 4) Add the skill code (my_mud.c) > > 5) Add the COMMANDO in interpreter.c > > > ADding a spell works the same way except that you end up adding > two functions, and you need to modify the parser a little. And for > the "newbie" coders, I'm sure you'll find the code rewriting to be > an excellent introduction to Diku. > > -Jeff This is what I did. I allowed all classes to have at least a shot at all the skills/spells. I mean, kicking is a basic skill. ANYONE can kick, why should warrior have it only? And some minor spells are ok for the warriors/thieves. I never understood the point of only allowing a small number of skills to the warriors/thieves. Ace AbsolutMUD
This archive was generated by hypermail 2b30 : 12/07/00 PST