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.. :) +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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