Ok got this code to work with a MUD that is still using exp instead of xp. Thanks for all your suggestions guys, but heres what I came up with and it works :) case MEDIT_ATTACK: GET_ATTACK(OLC_MOB(d)) = MAX(0, MIN(NUM_ATTACK_TYPES-1, atoi(arg))); break; case MEDIT_LEVEL: #define LVL GET_LEVEL(OLC_MOB(d)) LVL = MAX(1, MIN(100, atoi(arg))); GET_MOVE(OLC_MOB(d)) = number(4*LVL, 6*LVL); /* HP bonus */ GET_HIT(OLC_MOB(d)) = number(3, 4); /* Num HP Dice */ GET_MANA(OLC_MOB(d)) = number(1*LVL, 2*LVL); /* Size Hp dice */ GET_NDD(OLC_MOB(d)) = 2; GET_SDD(OLC_MOB(d)) = 5 + number(1,3); GET_HITROLL(OLC_MOB(d)) = (LVL / 6) + number(1,4); GET_DAMROLL(OLC_MOB(d)) = (LVL / 7) + number(1,4); /*GET_EXP(OLC_MOB(d)) = (exp[LVL+1] - exp[LVL] / number(16,24)) * 3;*/ GET_EXP( OLC_MOB( d ) ) = ((titles[ (int)1 ][ LVL + 1 ].exp - titles[ (int)1 ][ LVL ].exp / number( 16, 24 )) * 3) / 40; break; case MEDIT_ALIGNMENT: GET_ALIGNMENT(OLC_MOB(d)) = MAX(-1000, MIN(1000, atoi(arg))); break; basically wrote a small feature to this code, it divides the orignal setting of exp by 40 I found the exp that was being assigned for mobs was a TAD too high :) I.E. a level 100 mob had 21 billion exp points...now they get 717000, this is much betetr, for my MUD anyways, feel free to change the divider to whatever suits your MUD, or leave it as it was orignally, and watch how fast palyers level *grin* Anyhow...thats what ya need for medit to automatically calculate stats for mobs, such has hitroll, damroll, experience, hitpoints, based on the level you set the mob to be. --Aspen +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | | Or send 'info circle' to majordomo@cspo.queensu.ca | +-----------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/18/00 PST