Purpose of stats?

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11 May 2010 - 20:592583
Purpose of stats?
First off I apologize for the constant posting - if there is a different forum that questions like mine are better suited... please let me know!

On with the question: What's the deal with stats? In the stock tbaMUD I can't really tell where they take effect! I can use the "stat" command and SEE the str, int, wis, etc attributes on a player; I can even re-roll them. However it doesn't appear that the player has any ability to see these stats.

Can someone give me the skinny on why it appears this feature has been dropped/disabled and how I can re-enable it (if it makes sense to)?

While we're at it, can someone explain the deal with Armor Class? I know lower is better, but what's the deal with "/10"? Thanks in advance!


12 May 2010 - 01:082587
It doesn't appear on the score sheet by default, but it is possible to add it.

You want to modify act.informative.c and look for do_score.

It's been a while since I played with this, but as a reference, If I recall, I looked in act.wizard.c to see how that got the stats when you do a 'stat player'. The function is 'do_stat_character'. Scroll down, you'll see:
send_to_char(ch, "Str: [%s%d/%d%s]  Int: [%s%d%s]  Wis: [%s%d%s]  "
	  "Dex: [%s%d%s]  Con: [%s%d%s]  Cha: [%s%d%s]\r\n",
	  CCCYN(ch, C_NRM), GET_STR(k), GET_ADD(k), CCNRM(ch, C_NRM),
	  CCCYN(ch, C_NRM), GET_INT(k), CCNRM(ch, C_NRM),
	  CCCYN(ch, C_NRM), GET_WIS(k), CCNRM(ch, C_NRM),
	  CCCYN(ch, C_NRM), GET_DEX(k), CCNRM(ch, C_NRM),
	  CCCYN(ch, C_NRM), GET_CON(k), CCNRM(ch, C_NRM),
	  CCCYN(ch, C_NRM), GET_CHA(k), CCNRM(ch, C_NRM));

To use this in 'do_score', all I did was use the above as a reference, but used GET_STR(ch) instead. There's a bunch of other stats you can show using the same method. As for the /-10 stuff, I honestly have no idea!


12 May 2010 - 01:232588
Stats were never visible in stock CircleMUD by players. But their are plenty of patches on improved do_scores if you are interested on the CircleMUD FTP. I actually wouldn't be against adding a better do_score to tbaMUD.


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12 May 2010 - 20:452593
The /10 part xomes from the old d&d thac0/Armor Class(AC) system. AC fits in the range -10 (armored tank) to 10 (naked). Wearing stuff subtracts the armor value * the location multiplier from your ac. (multiplier = 3 for chest, 2 for legs, 1 for the rest, iirc).

However, to make "ARMOR" affecting stuff work and not be too powerful, the system uses numbers from -100 to 100 internally. So if you have 23/10 in armor class, your AC = 2.3. If you then wear a bracelet with ARMOR -1, your AC falls to 2.2.


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