> > >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. Another idea is just to give negative practices when delevelling. The skills don't get lost (major headache avoided), but the ability to undo/redo a level to perfection is no longer available. Jeremy -- +---------------------------------------------------------------+ | 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/ | +---------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 06/25/03 PDT