Race dependent spells -> on Ruin I rewrote the spell system quite a bit, to make it a skill-based, instead of level-based, system. So spells/skills are no longer gained dependent on if you are high enough level...instead you can use/practice a skill/spell if your ability in the skill/spell is greater than 0. This way, I can assign skills/spells to races at startup - and they can use them. The rest of the skills/spells are taught to characters by guild masters or teachers. You could put a check in the guild master spec_proc to restrict certain spells to specific races/classes. Just a thought Justin - Primacy Ruin! Mud ruin.org 4000 http://www.ruin.org/ --------------------------------------------------------------- | Justin Robinson | --------------------------------------------------------------- | VTel - Springfield Vermont | | Programmer/Technician/Analyst/Consultant | | Online Resume: http://www.vermontel.com/~jmrobins/resume.html | | E-Mail: jmrobins@vermontel.com | | WWW-Page: http://www.vermontel.com/~jmrobins/ | --------------------------------------------------------------- | Ruin! Mud - Primacy | | WWW-Page --------------> http://www.ruin.org/ | | Mud Address ----------> ruin.org:4000 | | Implementors ----------> ruin@vermontel.com | --------------------------------------------------------------- +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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