[Code Question] Advance in class.c

From: Del Minturn (caminturn@EARTHLINK.NET)
Date: 10/17/98


This is kind of long with a few sections.

Since changing the level structure, I was just doing some sanity checks
through the code to make sure that the advancing stuff would give the
proper amounts of hp, mana and move.
I found some interesting stuff.
first I would like to figure out how this part works:

  add_hp = con_app[GET_CON(ch)].hitp;

The line above is similar to :

   GET_PRACTICES(ch) += MAX(2, wis_app[GET_WIS(ch)].bonus);

where the practices are maxed between 2 and the wis_app defined in
constants.c:
  {0},  /* wis = 0 */
  {0},  /* wis = 1 */
  {0},
  .
  .

However some of the other _app's have more than one variable as in
the add_hp above has con_app:
  {-4, 20},             /* con = 0 */
  {-3, 25},             /* con = 1 */
  {-2, 30},
  .
  .

My question is.. What is the difference and how does the con_app work?

******************************************************************
Ok.. some other notes I noticed, which does not really give a steady
variation to adding to your stats.

 Mana for clerics and MU's:

    add_mana = number(GET_LEVEL(ch), (int) (1.5 * GET_LEVEL(ch)));
    add_mana = MIN(add_mana, 10);

(if (int) (1.5 * level) rounds up)
With this here after about level 8, you mana apply is 10.
advancing to level 2 = (2,3)
advancing to level 3 = (3,5)
advancing to level 4 = (4,6)
advancing to level 5 = (5,8)
advancing to level 6 = (6,9)
advancing to level 7 = (7,10) (note, in MIN statement add_mana may
advancing to level 8 = (8,10)        be greater than 10 so odds are
advancing to level 9 = (9,10)      add_mana will be 10)
all remaining levels are 10


Has anyone changed this to vary the mana over the levels???

I am still working on the other sections to make sure a smooth
transition over the levels.. so far the rest is simple. But these two
sections above are going to bug me..
:)


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