Well, in regards to that... if the player has already pracced a skill/spell, and loses a level or two dying, and they are at a level below what is required to know it, the chance of succeeding it will be (on mine), 5% lower for every level off they are. I'm not sure there's much of a difference if they already know the spell/skill, between subracting pracs and giving them again when they die, or just lowering the level and disallowing pracs until they were at the previous level. A matter of preference that really except you would probably need an extra flag to let the mud know the player lost a level, and remove the flag when they are returned to their previous level; possibly an spare entry for old_level if they lose more than one level... Lars Edward Ginis wrote: >I am not sure if this method will work, because what if the player has >already used the pracs given to him/her. Would you also take away their >skills? I think the method of disallowing the player to attain any more >stats/pracs after a level has already been achived is a safer method. > > >Edward > >Quoting Lars <lars@temperedweaves.com>: > >>or... in void die(struct char_data *ch) you could do this... >> >>use the same switch that is used for gaining mana/hit/move/pracs to >>subtract mana/hit/move/pracs... then they will lose stats at the same >>rate/formula you implemented for them to gain stats. Nothing extra to >>save, no special checks to worry about... and they will have roughly the >>same stats they had before they died when they gain the level(s) back. >> > > -- +---------------------------------------------------------------+ | 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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