I've almost got the last of the crummy AD&D stat system out, next to start on the combat. I don't know who in their right mind decided that the AD&D system was worth the powder to blow it to *omitted*, 'specially in a computer simulation. IMHO, the only reason the system still exists is that it is simple to manipulate manually, only we're not doing things manually on a mud. Here's my suggestion for Circlemud 4.0: Do away with the AD&D roleplaying system completely. It makes life a heck of alot easier, assuming you start from scratch with a different system (if your trying to remove one it's a living nightmare.) For example, now that I've switched to a stat/skill dependent system, I send characters back and forth through levels with very few problems. Deaths are also a cinch, no more of this losing exp and wandering around forever trying to make a level. Also, 100 level characters just don't work under AD&D. I'm considering throwing out the LVL_IMMORT stuff also and just making it a flag. Toward actually gaining some memory back, you could probably throw away the exp requirements in titles and make it a linear gain system through calculation, this would help a little in very large or infinite systems (such as I plan). I was wondering if anyone has added an affected_skill array for characters and if they encountered any problems (I don't see too many). Of course it eats memory, but with a pentium and 48 megs, I'm not really scraping... Bob, the Lazy Coder, Slayer of Gygax and Defender of Yacs.
This archive was generated by hypermail 2b30 : 12/07/00 PST