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Clean up legacy practice code
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16 changed files with 59 additions and 745 deletions
46
src/class.c
46
src/class.c
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@ -95,52 +95,18 @@ bitvector_t find_class_bitvector(const char *arg)
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return (ret);
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}
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/* These are definitions which control the guildmasters for each class.
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* The first field (top line) controls the highest percentage skill level a
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* character of the class is allowed to attain in any skill. (After this
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* level, attempts to practice will say "You are already learned in this area."
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*
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* The second line controls the maximum percent gain in learnedness a character
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* is allowed per practice -- in other words, if the random die throw comes out
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* higher than this number, the gain will only be this number instead.
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*
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* The third line controls the minimu percent gain in learnedness a character
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* is allowed per practice -- in other words, if the random die throw comes
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* out below this number, the gain will be set up to this number.
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*
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* The fourth line simply sets whether the character knows 'spells' or 'skills'.
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* This does not affect anything except the message given to the character when
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* trying to practice (i.e. "You know of the following spells" vs. "You know of
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* the following skills" */
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#define SPELL 0
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#define SKILL 1
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/* #define LEARNED_LEVEL 0 % known which is considered "learned" */
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/* #define MAX_PER_PRAC 1 max percent gain in skill per practice */
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/* #define MIN_PER_PRAC 2 min percent gain in skill per practice */
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/* #define PRAC_TYPE 3 should it say 'spell' or 'skill'? */
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int prac_params[4][NUM_CLASSES] = {
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/* SOR CLE THE FIG BAR RAN BARD DRU */
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{ 95, 95, 85, 80, 75, 85, 85, 95 }, /* learned level */
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{ 100, 100, 12, 12, 11, 12, 13, 90 }, /* max per practice */
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{ 25, 25, 0, 0, 0, 0, 25, 25 }, /* min per practice */
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{ SPELL, SPELL, SKILL, SKILL, SKILL, SKILL, SKILL, SKILL }, /* prac name */
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};
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/* The appropriate rooms for each guildmaster/guildguard; controls which types
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* of people the various guildguards let through. i.e., the first line shows
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/* The appropriate rooms for each class gatekeeper; controls which types
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* of people the various guards let through. i.e., the first line shows
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* that from room 3017, only SORCERORS are allowed to go south. Don't forget
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* to visit spec_assign.c if you create any new mobiles that should be a guild
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* to visit spec_assign.c if you create any new mobiles that should be a
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* master or guard so they can act appropriately. If you "recycle" the
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* existing mobs that are used in other guilds for your new guild, then you
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* don't have to change that file, only here. Guildguards are now implemented
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* existing mobs that are used in other areas for your new one, then you
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* don't have to change that file, only here. Guards are now implemented
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* via triggers. This code remains as an example. */
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/* TO-DO: Is this necessary anymore now that there are no official guild rooms? */
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struct guild_info_type guild_info[] = {
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/* Midgaard */
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/* Main City */
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{ CLASS_SORCEROR, 3017, SOUTH },
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{ CLASS_CLERIC, 3004, NORTH },
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{ CLASS_ROGUE, 3027, EAST },
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