The formula you use for saving throws really depends on how many levels you have on your MUD, what kind of saving-throw modifying EQ you'll have, etc. I personally felt that on my MUD [100 mortal lvls], saving throws shouldn't start hitting zero until pretty late on. The original tables all had a starting value around 60-80, and then dropped either 2 every 1 or sometimes dropped 1 for odd levels and 2 for even levels, etc. I changed it so that it just dropped 1 per level for most of them, so that between levels 60 and 80 a characters saving throws start hitting bottom. A few take as long as 90. I felt it was decently balanced, especially for how simple I kept it. The basic format is something like this (don't have the code in front of me): switch (level) { case 0: return 100; default: return (80 - (level - 1)); } Quick, simple, and to the point. As for your question regarding Thac0 , I wouldn't build the dex modifier into the Thac0 table. What you should do is go into fight.c and search for (I believe) str_app[GET_STRENGTH_INDEX].tohit , which is where a person's strength bonus is added into their hitroll. Look around that area and you'll see how it works. If you want, you can then add right there either a couple if-else if's or if you want you can add a new value to the dex_app struct in structs.h . (search for dex_app_types I believe in structs.h) - Scott Bowden +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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