Hello all, I just finished modifing CircleMud 3.0bpl09 so that the experience system and the spell/skill system works differently. Normally in the class.c file you have a HUGE listing (I have 105 levels and 4 classes, and 15 races) classes*levels, of experience/title information. I edited this so it now uses: classes*races of just experience information. For example: Barbarian Class Human Race ----> 150000 Dwarven Race --> 175000 etc. Surgeon Class etc. Then to generate the experience needed, I use a formula (VERY BASIC at the moment) of: BASE_EXPERIENCE * LEVEL --------- Spell/Skill System I removed the check for seeing if a paticular spell/skill is within your class or not. And modified the code slightly so that if your proficency with a skill/spell is > 0 it will display in your practice list, and let you use it. This seems to add to flexibility, for wanting to let races have skills/spells, and any other weird modifications you may want to do. My question is-----> what will this do to my mud :) As far as I can tell - there have been no side effects, but I was wondering if anyone had any comments, suggestions, or ideas on this. Justin - Primacy ruin@wired.uvm.edu Ruin! Mud http://www.ruin.org/ telnet to wired.uvm.edu 4000 +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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