Well I assign skills by level say I make skill_x for a thief for level 10 so when he gets level 10 he gains the skill at its lowest setting ...(awful) and it improves with use. Look below for a code snip...... > >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. > <Hubis code> ***Okay first thing do this open class.c ***inside void do_start add this... switch (GET_CLASS(ch)) { case CLASS_THIEF: SET_SKILL(ch, SKILL_SNEAK, 100); SET_SKILL(ch, SKILL_HIDE, 50); SET_SKILL(ch, SKILL_STEAL, 150); SET_SKILL(ch, SKILL_BACKSTAB, 100); SET_SKILL(ch, SKILL_CIRCLE, 100); SET_SKILL(ch, SKILL_PICK_LOCK, 100); SET_SKILL(ch, SKILL_TRACK, 100); SET_SKILL(ch, SKILL_DOUBLE_ATTACK, 50); SET_SKILL(ch, SKILL_DUAL_WIELD, 50); SET_SKILL(ch, SKILL_DODGE, 50); SET_SKILL(ch, SKILL_PARRY, 50); SET_SKILL(ch, SKILL_RIDING, 50); SET_SKILL(ch, SKILL_MOUNT, 50); break; } ***And so on a case for each class you may have. Note I went ahead and ***them poor thieves a head start in some skills heh. **********************--===NOTE===--********************************* HubisMUD uses 1 to 1000 for skills not 1 to 100 so cut a 0 of each one for circlefy. Also on HubisMUD we dont let players see numbers on skills so might want to do this makes it easier. *****Next in the spell_level defines change your to look like this /* THIEVES */ spell_level(SKILL_SNEAK, CLASS_THIEF, 1, 2); spell_level(SKILL_PICK_LOCK, CLASS_THIEF, 6, 2); spell_level(SKILL_BACKSTAB, CLASS_THIEF, 1, 2); spell_level(SKILL_CIRCLE, CLASS_THIEF, 1, 2); spell_level(SKILL_STEAL, CLASS_THIEF, 6, 2); spell_level(SKILL_TAME, CLASS_THIEF, 3, 2); spell_level(SKILL_HIDE, CLASS_THIEF, 1, 2); spell_level(SKILL_TRACK, CLASS_THIEF, 1, 2); spell_level(SKILL_DOUBLE_ATTACK, CLASS_THIEF, 10, 2); spell_level(SKILL_DUAL_WIELD, CLASS_THIEF, 15, 2); spell_level(SKILL_DODGE, CLASS_THIEF, 1, 2); spell_level(SKILL_PARRY, CLASS_THIEF, 1, 2); spell_level(SKILL_RIDING, CLASS_THIEF, 1, 2); spell_level(SKILL_MOUNT, CLASS_THIEF, 1, 2); ***Ignore the secound number there infact make sure you dont use it. Its ***is for spell circle spell system ie memorize spells fro circle 1 circle 2 ***etc. I assign most skills at level 1 as you can see and high power skills ***at a higher level like double attack I assign it at level 10. ***Now there a chap named Brian Williams(bmw@efn.org) who wrote a nice ***improve_skill void for circle muds. It is somewhere go look for it... *** It is That simple so now the player has say skill double attack ***assigned to him put he can not use it untill level 10. And when he ***attains level 10 puff he will recieve it. Not hard at all. ***If adding the improve skill from Brian causes you trouble I guess mail **mail me. or the list yeah thats better.. If you use this code you must always put the lid down after you take a piss +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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