> > > > Is there a way to have Mobs GAIN xp, everytime THEY kill something or > > someone? > > I mean there are some tough mobs out there that if in reality they would > > be gaining xp for killing that many players! > > > > in limits.c, function gain_exp(), remove that code following. > then MOBs can gain a exp, and if they have enough exp, can gain a level. > > void gain_exp(struct char_data * ch, int gain) > { > int is_altered = FALSE; > int num_levels = 0; > char buf[128]; > > if (!IS_NPC(ch) && ((GET_LEVEL(ch) < 1 || GET_LEVEL(ch) >= LVL_IMMORT))) > return; > > ****************************** > if (IS_NPC(ch)) { | > GET_EXP(ch) += gain; | > return; |-- remove this. > } | > ****************************** If you want to remove that, make sure the mob's class is some sane value, otherwise the MUD will crash when it tries to access that titles[] array. Although, this will not be a problem any more in patchlevel 12, because I'm planning on changing the titles[] array to a function call (making exp formula-based rather than table-based.) I'm doing this because people seem to always forget to extend that array when adding new levels to the MUD. (Note, after I make that change, the *only* thing you'll have to do to give your MUD more levels is change the LVL_xxx constants in structs.h! Cool, eh?) BTW, in case anyone is wondering, it's this kind of thing that I want to get done before the production release of 3.0: really polish things so that things are easy to change in the future, complete the documentation, etc.
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