> > (btw, a spelling correction: one staff, two staves). > > Not so, This is taken from the AD&D Dungeon Master's Guide 3rd > Edition page 207: > Stave: Staves are about 5-6 feet long and as thick as a young > sapling - About an inch and half at the base, tapering to an inch at the > top. [....] > Staves, like wands and rods, are powered by charges. > They are not the same as a staff. *rofl* want a magically charged barrel stave, musical stave??? magically stave in someone's head? > > In answer to your question: It's a feature ;-) > > And quite a useful one at that ;-) > > And a bug, you don't know the number of muds that still have the > serpentine staff in the game (the invis one in the desert). You can be > first level (though the higher the better), buy a quadzillion puppies > (lets face it, its not that hard to beg a ridiculous amount of money from > higher ups), and start earthquaking huge mobs. One earthquake for every > puppy, starts to add up. > #include <Ryan.G> I've said it once, and I'll say it again. People who correct other peoples' corrections without checking the facts themselves only show themselves up as prats. Comment 1: Just because something is spelt a certain way in D&D, EVEN AD&D 3rd ed, doesn't mean it's correct. Comment 2: I prefer looking something up in the dictionary to looking it up in a fantasy role-playing game rule book to find out its correct spelling. There is no such thing as a stave in this context (as something you write music on, yes. As part of a barrel, yes. As something you use for walking and/or channeling large amount of magical energy, no, as a verb (stave in someone's head), yes). In D&D, despite what you're reading into it, staves IS the plural of staff. Unless they've ceased using english spelling conventions as part of 3rd edition, which I concede is not entirely unlikely. Ok, now an OBcircle: I dispute that the above feature is a bug. Just because it's possible to have extremely high hitpoints on a mob, without the mud checking the size, doesn't mean that's it's a bug that builders can have mobs with negative hitpoints by forgetting the maximum size of int. Builders can do a huge number of things that unbalance or crash the mud, but as an implementor I feel I can trust my builders not to do anything like that intentionally, and most of the unintentional bugs get caught during testing. (For example writing an extra description but omitting the keyword list, omitting the short and long descs on a mob, etc). Likewise, just because an area or group effect spell is horrendously powerful when cast from a staff doesn't mean it's a bug. Anyone who knows how a staff works in this context can predict what will happen if an area affect spell is used. It's probably useful to mention the effect to your builders, or even check all their staves if you don't fully trust them. Or even, I dare say, "fix" the staff code to disallow group and area affects. *shrug* Second OBcircle: Multiclassing The way I've implemented it is to have an array of 15 ints in the playerfile (15 classes on my mud). Whenever a player earns enough exp to level, they gain a credit. They can save up these credits, and spend them on getting levels in other classes for varying costs. For example, an evil warrior wanting a good priest level would have to pay 5 credits for it, while a good warrior might need only 2 or 3. To try and balance the power of multiclassing, when you advance in other classes your hp, mana, pracs etc do NOT increase. This puts warriors at somewhat of a disadvantage, having fewer pracs free to get spells from out of class, but then warriors gain more from getting other levels than many other classes do. This involves changes to the spell code, guildmaster procs etc (you can now bribe your way past guildguards to prac spells from other classes). For the spell code, you know have to allow casting spells from outside your class. I handled this by having the cost constant but high (based on maximum manacost). Skills are a little harder to give disadvantages for in such a sweeping way, though there are few enough of them to put checks in each individually if you're so inclined. Works fairly well, though it needs more tuning before it's fully balanced. Chris _____________________________________________________ "A double-edged sword lets you cut down your enemies with the backswing as well." -- Gerrard of the Weatherlight ----------------------------------------------------- Check out Dominia Mud, on snafu.net.au 3333 Or my homepage: http://yoyo.cc.monash.edu.au/~cjp +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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