Re: Skills that improve on their own

From: Tony Robbins (tonyr@pacific101.com)
Date: 09/03/99


----- Original Message -----
From: Fizal <amustapa@YAHOO.COM>
To: <CIRCLE@post.queensu.ca>
Sent: Tuesday, September 07, 1999 11:05 AM
Subject: Re: Skills that improve on their own


> So, after thinking about it, this is what I had in my mind:
>    if (random number > char's skill)
>      increase skill by 1;
>
> where the random number is based on LEARNED_LEVEL. This way, if the
> char is not skillful, he'll increase his skill faster. And it will
> gradually lessen as he becomes more skillful in it.
>
> One thing is for sure, it won't really stop someone from setting a
> macro to use a skill 1000's time to increase it. For that I also have
> something else in mind, but that's another thing :)

Add a "last_skill_increase" to the character structs.  Set it to the number
of the last skill improved in.
Then don't let them improve it until they've worked on something else (and
improved it).  Well, it'd probably just make for more complex
macro/triggers, but [shrug] it happens.

-k.


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



This archive was generated by hypermail 2b30 : 12/15/00 PST