Taking a stab at this, but it sounds as if this would be easy to set up by copying the skills code, set up a 32 bit var and #define your proficiencies. copy GET_SKILL into GET_PROFICIENCY, and in class.c you should be able to set it to a certain percent (or if a precent isnt needed, if they just have it, if GET_PROF(ch, PROF_CLIMBING) should work for you. The neat part would be getting the checks for those proficienciesin the right places. lots of if GET_PROF's in fight.c, shop.c..looks pretty doable. Luck, and let me nkow how you went about it, I would be interesting in knowing. Ghost Shaidan, porsche.ag.net (204.164.158.4) 4000 > On the MUD we're building, we'd like to implement player > proficiencies, which are various aquired specializations that can greatly > affect gameplay for the character. Some of the proficiencies I've come > up with so far: > > Archer -- +3 hitroll and +1 damroll with ranged weaponry > Arms Master -- +1 hitroll and +1 damroll with all weapon types > Blindfighter - Negates blindness while in combat > Climbing -- Player can navigate climb-only rooms > Merchant -- More favorable prices when buying and selling at shops > Swordsman -- +2 hitroll and +2 damroll with slash-type weaponry +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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