On Sat, Mar 02, 2002 at 08:50:06AM -0500, Mike Stilson wrote: > 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. Nah. Just keep the level logs after they go down a level. When they ascend, see if any old gains are attached, and if so, use them and don't grant practices. -- Elie Rosenblum That is not dead which can eternal lie, http://www.cosanostra.net And with strange aeons even death may die. Admin / Mercenary / System Programmer - _The Necronomicon_ -- +---------------------------------------------------------------+ | 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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