I was going through the running.doc in the docs directory and kinda looked through politics because one of the MUDs that I currently work/play on is having political problems with thieves. I personally feel that if you're a thief, then you steal, and that no MUD is truly complete without the thief class/guild however you've set it up. But on this MUD, level 2 and 3's have been running around pilfering from the innocent and poor defenseless higher levels (!). Anyway, I was wondering how other people have determined their policy. One idea I had was that _SKILLS_ should not be something you get, go into the trainer's room, and type "prac steal" five times and know. I believe there is some code at Alex's site to increment skills when used, so that part isn't really a question, it's a suggested answer. I don't think that the practice command itself should be able to bring a skill to a perfect level. I'd say a person learns 1/3 of the stuff from someone showing them, the other 2/3 from actual work. It's an idea you may want to incorporate into your MUD. Your thoughts? PART II : the world table Uggh, you know when you want to make that ONE silly little command, and it ends up taking days? Well, my rdig is that way. The command is supposed to work like the Obuild setup of "rset exit <dir> <dis|connect> <1|2> <#>". While I almost have it completed, the function of creating a new room in it has bugs. It mocks the code of redit_save_internally to add the new room, but it oddly only works sometimes. Anyway, the real question is: Is there anything inherently wrong about adding new rooms to the end of the world table. For example: Vnum 1 = Rnum 0 Vnum 3000 = Rnum 1 Vnum 3001 = Rnum 2 Vnum 4000 = Rnum 3 Vnum 3002 = Rnum 4 Thanks, -B. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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