[MUD-Dev] Curing skill spam

Alistair Milne krug at btinternet.com
Wed Jan 24 17:34:02 CET 2001


> Jon Lambert [mailto:tychomud at ix.netcom.com] wrote:

> For example with lock picking I seeded with the character's 
> skill level, and the lock id number.  It worked as advertised.  
> Characters could consistently succeed or fail at certain 
> locks.  But there was a side-effect to this.  As someone rose 
> in skill level, there was also a good chance (although a
> decreasing one) that consistent success at earlier picked 
> locks were consistent failures at an increased skill level.  
> Also it doesn't really solve the learn through repeated use 
> problem.

Why not just give the lock a minimum level?  You could seed the 
random number generator with the lock ID and make its minimum 
level equal to random( 1, max_level ).  Broadly similar results 
without the worry of 'losing' the ability on a particular lock 
as you advance in skill.

Genghis

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