Re: [CODE/IDEA] Proficiencies "Apr 22, 98 05:56:42 pm"

From: AxL (axl@MINDWARP.PLYMOUTH.EDU)
Date: 04/23/98


[...]
                                                It works like a 2nd practice
> list, accept any class can get these abilities, but they have to find them.
> I've done the basic skeleton of it (now I have to add my MUD specific
> stuff) and I was wondering if anyone would be interested in the code for
> it.  Also, if anyone has any ideas to further such a system, I'd love to
> hear about em.

        Did you make them as regular skills, and just add it to the skill
list for all classes, or a separate skills category altogether?  I would
be interested in seeing a basic design of this system.

        I have been pondering a similar system of skills. I'll be keeping the
original four (mage, cleric, warrior, thief), and having a set of sub-classes
underneath them that the player may join.  e.g. the initial warrior would have
several skills from the outset, then gain access to a slew of others once
they join the subclass.  So all warrior-based players would have a core
skill group that they'd keep, plus their new skills.  If anyone has some
structural ideas for this, I'm open to suggestions...I'm sure there's
always room for improvement in whatever I code. :)
--
-AxL, axl@wpcr.plymouth.edu - SysOp, RPM Director, WPCR Plymouth, 91.7 FM
 "Discriminate against the next fashion sucker you meet....it's a raver!"
                                      - Ec8or,  Digital Hardcore Records


     +------------------------------------------------------------+
     | 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