Although this doesn't conform completely to your plan you might consider setting a level-gain cap. Include a quick check to see if the number of levels gained at one time exceeds one. If it does, set the level-gain to only one and reset the player's experience to something like next level's experience - 1. Obviously, this means killing anything will allow the player to gain another level... (You could always just set the experience to 1/2-way toward the next level, too). Example: -Grog is level 1 -Using that 100d100 sword everyone created the first time they were able to build, he kills a dragon and gets 100,000 exp. -It takes 2,000 exp to reach level 2, and 4,000 exp to reach level 3. -When Grog kills the mob, he gains a whole shmear of levels (normally), but we reset the level gain, so he's only level 2. -We also reset his experience to 3,999 exp. One more point and he gains another level. ( Or set it to 3,000 so he actually has to kill something other than a beastly fido to level again) I hope the suggestion can help you out. This might be easier to do than figuring out some convoluted equation that might be buggy or potentially unfair... Good luck! +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/15/00 PST