Ah, gotcha. Does indeed drop the xp left blank.
I was playing around with it to see what would happen if the exp went below the set amount for that level. Nothing except that it went one point below.
A friend of mine cleared this up for me a lot, and I don't feel quite as ignorant now.
I was hoping the character would downlevel. But before I wasn't keen on interpreting how to read the code completely. A whole bunch has been been explained in a way that I now understand.
I was able to get that friend of mine to sit down with me, and explain some things, and then write up a working command.
When I get home I'll post it, so as anyone who might be interested in something like having mobs demote player levels for any number of reasons.
The levels/experience in general in the mud I am working on are hidden from the player anyway. Its a more role-playing intensive theme.
To actually fight any mobile or receive any reward you have to pick a quest up from an npc mob, and then go on the quest. The quest mobs/items/progs etc. will only trigger if you have a certain quest flag set.
All the mobiles scale in level and stats with the players level, and through a pretty nifty series of mob-progs and room-progs will offer different responses either at random, depending on level, and just about any other factor.
But alot of the numerical statistics, etc. go virtually unnoticed.
Most of the messages have been cleaned up to say things like, "Your abilities grow as time passes, and your achievements help to foster your renown throughout the lands." when a player levels.
Instead of a numerical value in the score sheet they'd see almost a system of titles based on level and alignment... essentially to dumb it down it'd be "Hero of the realm" or "Villain of the realm". A level 47 "Crusader" for good would become a "Champion" for good at level 48 in their score.
The actual title command was renamed and given a help file update. It's now Surname.
The level loss in my mud would be more like a player was given a second chance but the reaper took his price. The numerics go unnoticed. Classes are hidden too, actually there is only one.
You unlock spells/skills by completing quests from certain npc mobs, or doing other things.
That 1/2 exp bit really helped by the way.
Most of my MUD experience lies in building for zones and stuff.
And the codebase might be more stock-ish SmaugFUSS right now, but the areas are completely unique.
I'm trying my hand actually learning code and getting more into that aspect, as I'm sure once I have a sound enough knowledge in the appropriate programming languages I'll be able to make some worthwhile contributions to a community like this. My head is full of ideas. (pun intended) :)
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I've been playing MUDs forever, and the SMAUG codebase has been one of my favorites to build for.
Anywho. Thanks for your guy's help, and when I get the chance to post the code/command information let me know what you think. |