On Mon, 19 Aug 1996, Derek Karnes wrote: > After finally working out some suitable formulae for moblie stats on my > MUD, we realized that builders don't like to do math very much.. > We put in in a bunch of defaults after the line: > GET_LEVEL(OLC_MOB(d)) = MAX(1, MIN(100, atoi(arg))); > in medit.c (roughly line 820) > > So now when a builder sets the level on a mob, it fills in the hit dice, > dam dice, exp, etc. And the user can just tweak them to add variety or > compensate for specials, etc. > > It seems to work fine and builders like it. (And I like it since I dont > have to worry as much about builders making mobs too easy or too hard.) > I did this with obuild a long time ago... it seemed that people were making mobs with 30k hp and not even caring what our tables said... that's a lot of hp when you consider that our toughest mobs are supposed to be level 39 with MAX 4k hp.... not to mention that they were giving level 1 mobs -100 ac and really off the wall stats like that.... now that all that stuff is automatically set when you set the level they don't even bother... Also, I coded some limits with items, so 100d100 swords impossible, and rings with 100hp 100mana and 50dam are impossible... (limit and builder can set is 30mana/hp/mv and 4 damn for any object, but we do a few uncoded limits based on wear position) Brazil +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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