[...] 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 | +------------------------------------------------------------+
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