On Fri, Mar 01, 2002 at 04:58:07PM -0500, Elie Rosenblum wrote: >Also remember that you'll need to "unlevel" them in the delevelling >code. What you will need to do is keep a data structure for each >character that stores point gains for each level they gain; when >someone has to go down a level, you have the right data to put them >back where they were. That would be exploitable. If you don't get a good level, you could just keep delevelling/relevelling until you get a "perfect" level. I'd say just randomize it as far as stats go. The real problem would be with practices. Then again, probably just a flag for "delevelled" in the player struct, then if that flag's set, don't give more prac's or something and clear the flag when they level. -me -- Under the DMCA, I'm allowed to use my computer and the internet to design, discuss, and improve a thermonuclear weapon, but I can't use it to watch a DVD while running Linux. -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | | Newbie List: http://groups.yahoo.com/group/circle-newbies/ | +---------------------------------------------------------------+
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