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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