Re: Guilds vs. Classes

From: Allan Rolf Gortemaker (umgortem@CC.UMANITOBA.CA)
Date: 03/25/98


> > Not a bad idea except for the fact that eventually you will have characters
> > walking around that can cast all cleric/mage spells and use all
thief/warrior
> > skills and anything else if you have more classes.  When was the last time
you
> > saw a top level Warrior/Thief/Mage/Cleric.  Talk about multiclass.
> > You would have to add some other code to prevent this.  Or something such as
if
> > the players class is currently a warrior, then he would slowly lose his
mage,
> > cleric spells and thief skills.

> There's an impossibility of being a top level mage and cleric and warrior.
> They continue at their current level, so it's best to pick a class and
> stick with it, or you'll never reach the top level spells and skills.
>
> For example
> 1 cleric lv. 1
> 2 cleric lv. 2
> 3 --------> thief lv. 1
> 4           thief lv. 2
>
> They only get the cleric skills up to the level at which they leave the
> guild.  So actually, on a 50 level MUD, somebody who switches classes at
> level 25 will only be able to get 25 levels of the first class, and 25
> levels of the second.
>
> Anyway, after my little rebuttal, I got a question.  How would I make it
> so that when you join a guild, you join the guild of that which you are
> in?  The only thing I can think of is a room flag
>
> if (ROOM_FLAGGED(ROOM_GUILD_CLERIC))
>   yadda yadda yadda
> else if ...
>
> ?
> -B.
>

Okay, my mistake.  I misunderstood.  Yeah that should work pretty well.  You'd
just have to have a check for total levels.

Allan Gortemaker


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