Re: Races

From: Hymypoika (Karsten.DePooter@rug.ac.be)
Date: 11/22/95


On Wed, 22 Nov 1995, Ben Leibig wrote:

> Date: Wed, 22 Nov 1995 18:01:27 -0700 (MST)
> From: Ben Leibig <leibig@robin.bvsd.k12.co.us>
> To: circle@pvv.unit.no
> Subject: Races

> I am looking to install races in my mud and i am woundering if anyone has 
> done it and if so how hard and complex it is.  For right now i just wanna 
> add 4 or 5 races and just have em effect your stats(Ie dwarfs are +1 str 
> -1 int)  or somthing.  Later i might wanna add speical abilitys like 
> infervison and the sort.  I was just woundering if anyone else has done 
> it and if so if  you could give me some advice.

We have done it at BUG Mud (yes, we're back) and it is not that hard at 
all : just check the class-code and make it similar (yeah, big help I am).
No, just add something like RACE_<I-don't-know-what> in structs.h and 
update :
		- act.informative.c (for commands like who, where, ...)
		- act.other.c (for commands like group, ...)
		- act.wizard.c (for commands like set, ...)
		- class.c
			this is where you add most of the code, you can
			build a switch statement in there like :

			switch(GET_RACE(ch)) {
			  case RACE_<blabla> :
			    GET_STR(ch)--;
			    GET_DEX(ch)++;
			    ...
			}

		- interpreter.c, in the function nanny : you put an extra 
			CON_-type in here (for new chars)
		- handler.c (for objects which are anti-race)

Actually, it is pretty easy, when you understand the code for classes. 
Just follow that code, and eventually (hopefully with not too many 
errors) you will get there.

	Hymy

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