On Sat, 1 Jun 1996, Gary Barnett wrote: > I am going to modify my mud's stat range from 1-18 to 1-100. Has anyone > here accomplished this feat? I would appreciate any input you can give > regarding this, especially any problems you ran into. It's not a difficult thing to do, really, just requires a lot of typing and some patience. The difficult thing is that constants.c has a table for how stats modify abilities (skills, wield weight, carry weight, etc., etc.) Also, make sure you change the limits in limits.c and be warned that you'll have to do a bit of tinkering with spells that affect strength, etc. (e.g., poison) to make them have any real signifigance to stats. > A bit on the configuration: Circle 3.0bpl11 w/autoeq, mobprogs, 12 > classes, guild code has been replaced with my own -- one guildmaster > per skill. Various changes to act.x, etc. Players are not allowed to > 'cast' -- objects provide all 'magic' . I will not be adding OLC, as I > have written a windows editor to take care of the whole bunch of files > stored under lib\world -- (not quite ready to release it, but I will as > freeware as soon as I've squashed all the bugs -- but this isn't an ad > for my area creator :-) ) Actually it sounds more like an advertisement for your MUD... :) Hm, I'm kind of curious what you mean by, "Players are not allowed to 'cast' -- objects provide all 'magic'" Care to elaborate on that? As for not needing OLC because you are making an offline editor that's rather silly. One thing I like about having OLC is that builders can get input, can test it, can have other's test it, and can look at other areas to balance things out. While the second and last of these things could be accomplished, the other's couldn't, and even those accomplished could only be done to a certain degree by the off-line editor (unless you keep the editor's code up-to-date with your MUD and add all the spells, fight system, etc. to it).
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