Making SMAUGFUSS1,9 Levelless

Posted by Kalisto on Thu 08 Jul 2010 10:41 AM — 3 posts, 13,211 views.

#0
So i was going to go with a bleach\dragonball theme, starting out from smaugfuss1.9 i have worked a ton with dbsaga, my mud im running started out looooonnnggg ago as a dbsaga clone, right now we are in the top 25 muds on mudconnect, so we must be doing something right, but back to the point. i was wondering what it would take to make smaugfuss levelless.

If someone could please help this newb out let me know




Kalisto,
Owner of Dragonball Z Legends
#1
No one has thrown their hat in the ring for this one, so I figure I'll offer up some advice. You have to ask yourself some questions, and based on those answers you can better understand how you need to design the level-less system.

First, I assume since you said the theme was DBZ/Bleach that there will be a form of power advancement based on some numerical fashion, like power level or battle power, etc. If that is the case, then you have a system with levels, except it isn't a traditional D&D style setup.

At this point, I think it'd be very helpful to help describe the kind of system you want to have. I've seen a lot of DBZ MUDs just stop showing the 'level' field and make the experience field what is displayed. Off the top of my head, it is an int and that might be 'enough' but DB Saga MUDs let people get a very high power level, and I'm not sure if 'just' an int will cover what you want.

Ultimately, you should flesh out how you'd like the system to be first and as you do that, you might find clues to implementing it.
Australia Forum Administrator #2
There is a lot of code in SmaugFUSS that relates to levels, so it isn't trivial. Removing the messages about levelling up (and perhaps disabling levelling up) might be the simplest.