Mm, was playing Imperial (see .sig) and was talking about item values, how they didn't mean much. It gave me an idea. Many, more advanced muds base their exp on a formula (something I think should be in stock circle). Well, maybe item values should be based on a formula. Here's a little prototype idea: /* item_type values */ switch (item_type) { case ITEM_WEAPON: value = ndd * sdd * 50; break; case ITEM_ARMOR: value = ac * 100; break; default: value = 0; break; } /* wear flags */ if (item_take) value *= 1.5; if (item_finger) value *= 2; if (item_neck) value *= 2; if (item_body) value *= 2.5; if (item_head) value *= 2; /* builder puts in modifier to value */ value += value_mod; Again, just a very brief, more of a psuedo type prototype. What do you ppl think? __________________________________________________________________________ ** Supreme Implementor The Domain mail.bcpl.lib.md.us 9999 ** * Implementor Decadence mail.bcpl.lib.md.us 9995 * Demi-God Chaotic Realms chaotic.econ.cbs.dk 4000 Immortal Magic Fields bizar.dystopia.fi 4000 Mortal Imperial mandrake.cs.hut.fi 6969 Adam Beytin mbeytin@umd5.umd.edu http://members.tripod.com/~abeytin __________________________________________________________________________ +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list-faq.html | +-----------------------------------------------------------+
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