>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. > Well I've seen it done that way, and I guess it's close to the way it works in AD&D. Not how I want to implement it though. Basically, the way I want multiclassing to work, is similar to what eventually became, 'remort classes'. When a char reaches level 30, they can hunt down a particluarnpc and type, 'multi cleric'. They'll then be a lvl 1 cleric (albiet with a few hundred hp), and gain skills/spells in both classes as they progress. However hp, mana, practices, etc, all increase at .3* the normal rate for the new 2nd class. -Jac 'Adding new classes still seems to me, an easy way to implement this' +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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