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 .-------------------------------------------------------------------------. | kadpoote@eduserv.rug.ac.be hymy@toxin.myriad.net hymy@194.137.63.10 | | | | BUG Mud is BACK... at 194.137.63.10 6666 | `-------------------------------------------------------------------------'
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