> ObQuery: > ok..what do some of you do as far as skill checks for skills like 'pick > lock' that a player can continually make attempts at? i want to avoid > having lengthy wait states..perhaps have a vitality or movement cost > associated with non-combat skills..shrug..any thoughts? this is even more > of a problem if you've implemented increased skill through use..someone > can get a key, and continually lock;pick the door until they've increased > their skill as high as possible..in fact, although i'm not familiar with > tin-tin or tinyfugue (sp?) i think it's possible to write a script to do > this continually..walk away, go to the bathroom, and come back to 100 > percent skill :) What you mention is VERY posible and happens alot. I have only come up with a couple ways of handling this (I am focusing on pick locks in this discussion, as the proposed solution is less viable for track, or some of the other skills that can be boosted this way). The problem here, as I see it, is to be able to know when a thief has failed to pick a lock (This _IS_ ala AD&D.) The only 2 ways to do this are to keep the room/direction of locks picked on the thief, or keep the idnum of the thief as part of the room. I would want to do some logging of the pick command before I implemented anything like this, just to get a good idea of: a: how many thieves tried to pick an individual lock b: how many locks the average thief tries to pick. I am partial to saving a small array on the character of locks they have picked. (depending on your MTBF this could just be a memory struct, not something saved to disc.) I would guess that an array of 5 room/direction pairs saved per character might do the trick. (On my mud, thieves aren't played too much as a main character, working on making them more attractive, but right now, this would work). Then just loop through the array when they pick, if the room/direction exists, DENIED! Having worked with/as a locksmith one summer, picking a lock isn't something that takes alot of stamina or vitality, just time (depending on how good you are) so I haven't been able to justify a loss of movement for this skill yet. Maybe you can tie this into the theory of a Mental Endurance stat someone through around on the list a while ago, and things like pick lock, that require concentration will reduce that stat. *Shrug* Just some thoughts, Good Luck! I'd be interested in hearing any other solutions for this problem. Ghost Shaidan Implementor of Questionable Sanity qs.mudservices.com 4000 +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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