Sammy <samedi@clark.net> Typed:>> _> _> _> On Thu, 13 Jul 1995, Michael K. Lee wrote: _> _> > Does anyone have any suggestions on a multi-class system? _> > _> > I want to make it so that everyone starts off as a multi-classed player.. _> > i.e. [1-1-1-1] level, which corresponds to MCTW levels. _> > _> > I know I will have to write specials for the guildmasters to id the class _> > being gained, and I know I will need to also put new names in structs.h _> > to keep track of level_warrior, level_mage, ... _> > _> > Anyone have any ideas or suggestions or hints that I could go by? _> > _> > Thanks, _> > _> > Sincerely, _> > _> > Michael _> _> I was thinking about doing something like that. Are you working with a _> max number of total levels? What I mean is, given 30 levels, they can do _> 25 warrior and 5 cleric, etc. What kind of character they end up with _> depends on how they've distributed the gains. I think there should _> always be a tradeoff when multyting, though my mud will probably end up _> in the standard max-out 4 levels. _> _> Sam _> A nice way of doing multi-class in my eyes is vastly increase the number of classes you can gain in, instead of having the four standard classes with 30 levels each and all the skills/spells split the classes so that you have ten classes with thirty levels, This way for a player to become a very powerful character they will have to do a LOT more work. and perhap specialise a little more... also USE RACE stats, to stop the player from easily gainning in all professions. *SHRUG* ______/~~~~~~\_/~\_____/~\_/~\__________'"""""""""""""""""""""""""""""\_ _____/~\__/~\_/~\_________/~\____'''''__'" Marley Extrusions Ltd. '"\_ ____/~~~~~~\_/~~~~~\_/~\_/~\____''''""~_'" Phil Priston '"\_ ___/~\______/~\_/~\_/~\_/~\______'"""~__'" Phil@marleyext.com '"\_ __/~\______/~\_/~\_/~\_/~~~~~~~\________""""""""""""""""""""""""""""""\_
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