On Mon, 4 May 1998, Chuck Reed wrote: > Hi there. I have been trying to come up with some basic standards for mob > and obj stats for my builders, but I really (REALLY) suck at doing things > like this. I'm looking for any ideas, suggestions, or people who would be > interested in joing us in our efforts. Mobs are easy. Preset ALL stats based on the mob's level and tell the creators that they can only modify stats +/- 10% from the preset values. Objs are harder. I have 50 levels. I broke down the objs into 6 power levels: 1 - 10: Newbie 11 - 20: Experienced 21 - 30: Average 31 - 40: Advanced 41 - 50: Expert Quest: Most Powerful and usually unique I went through and stated things like the following: ITEM_TYPE Extra flags allowed: All, except XXXX Affect flags: List what spell affects the item can imbue upon owner. Applies allowed: list applies allowed and what range of affect they can have. Values: list the values here and state what ranges are acceptable. Do that for each item type and each power level and you have yourself standards. I did the quest items first. That way I set the cap for the "most powerful" items allowed in the game. Each power level that I went down, I removed and/or lessened some of the abilities that the item type had until I was all the way down to newbie. If the newbie stats were not what I wanted, then I started over with the reduction in power and continued to do this until I was satisfied. Hope this info helps. John Evans <evansj@hi-line.net> -- http://www.hi-line.net/~evansj/ Any sufficiently advanced technology is indistinguishable from magic. --Arthur C. Clarke +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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