Hey all, I was wondering what quick and easy implementor tricks everyone uses to add a little flavor to their mud. For instance, as an incentive to venture into the world, guildmasters can only train upto a certain level, after which the player has to go looking for the next one to help him along. It was easy to implement too. Simply add a check to the "guild" special proc that compares the level of the mob to the player. If the player is a higher level than the master, then the player must find someone else to help. I also have another mob that creates mobs. I tied the rate of creation to the CON of the mob. Higher con = make mobs faster; lower = slower. The nice thing about both tricks is that they're easy to tune in real time with a set command. What other tricks/ideas are out there? (Also as an aside, what sort of things do people use CHA for?) Jared +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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