I am currently working on a mud that is extremely low magic. Only priests and mystics (augurers, druids, etc) have any magic at all. I was wondering, what is the preferred method to rid my copy of DoT of most spells like 'acid blast' or 'chaos lance'? Should I restrict them in-game, or directly delete them from the code? If from the code, what cpp and header files do they need to come out of?
Thanks
It's easier to restrict them in game, you could also just as easily rename the existing spells to be more suitable to your game genre. As for removing stuff youll just never use, if all you want gone is the spell name, look in skills.txt for the entries on individual skills and delete any you don't absolutely don't want. The spell_func are defined in magic.cpp and the various magic_xxx.cpp files and their associated headers.
Ok. Thanks. I will probably just restrict them, though I doubt anyone will use them, as A.U.C. is extremely low magic.
Is there a preferred mehtod for removing classes from the game? Should I just delete the pertinent info by hand or is there a command to take care of this?
Classes can be handled much the same as spells. If it has no races with a non 0 xp value it will never be creation selectable. Im fairly certain there is a text file with the info that they can be deleted from but to be perfectly honest, I've never really looked for it.
Easiest way to remove is class, it just to disable it by setting the xp for each class to 0 as mentioned.
Removing the class manually can be a little tricky as the class name is cross referenced in a number of places - e.g. skill ratings for the class with the class name are stored in skills.txt - the stuff you configure with the class command ("help -class")
Personally I would just disable or rename using a search and replace over the files in the system and data directory. This is assuming you don't have anyone who has created with the class... you can find that out using laston - e.g. "laston -class=mage -a"
- Kal