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Re: CF: max stats (and more than you care to know about experience archs)
> Brian: Is there any reason that exp objects change stats right now?
Nope. Stats are used by experience objects to 'tag' the
category of experience, ie
"physique" exp objects have Str 1
"wisdom" exp object have Wis 1
There shouldnt be an increase in the stat in question.
[ now for a bit of explaination, longish...]
This setup seems a bit arcane I know..so why this way?
Why not hardcode the experience archetypes, eg have type
EXP_FIGHTING, EXP_MAGIC, and so on?
Well... at the time I did this, there was some debate about
what experience system was the best, as some ppl wanted to
have only 4 instead of 6 categories, and so on .. (*sigh*).
In the attempt to make the experience system as flexible as
possible, I coded the experience 'categories' to be defined
by the archetypes and using various stats to differentiate
them. Properities of the experience categories are set by the
stat(s) they have defined. To my knowledge the stats have
the following properties:
str --> gains experience, from fighting
con --> controls hp progression somewhat (if a define
in living.c is set).
dex --> gains exp from agility skills
wis --> gains exp from priest skills, effects grace
calculation
int --> gain exp from mental skills
cha --> gain exp from personality skills
pow --> gain exp from wizard skills, effects mana calc.
So, If you didnt like the current 6 experience catagories and
wanted only 3 for your server, say "fighting" "presense" and
"holyness" you could remove all of the old experience archetypes
and define the following new ones:
Name Properties Explaination
fighting Str 1, Con 1, Dex 1 Combines old physique, agility exp
presence Pow 1, Cha 1 Combines old magic, personality exp
holyness Wis 1 same as old wisdom exp
So, every player on this server would only see 3 types of
experience to be gained. If you fight or steal something, then
experience points go to the "fighting" category.
And note, since we DIDNT design an arch with Int 1, there will be
NO experience gained for use of mental skills (at least in theory
this should be the case. I dont recogmend leaving out a stat,
eg you should have a every stat covered between all of your new
experience archetypes).
Even though I wrote a doc to help explain how to do this, probably
nobody but me (or maybe Peter) really is knowledgeable enough (and
has the desire) to reconfigure the game experience to suit their
individual tastes. This might be some code we could 'simplify'
(heh, remove it).
-b.t.
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