TempusMUD / Tempuscode

Codebase for TempusMUD
http://tempusmud.com/
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Idea: Improve do_skills to be class specific #85

Closed mikeclemson closed 1 week ago

mikeclemson commented 12 years ago

Improve do_skills to be class specific in interpreter.c. Currently you can type "triggers list" as a Ranger and get spells. It should check for Psio and if not psio return, "Only a Psionicist may trigger the mind!" or similar.

Likewise, ensure a command exists for all abilities in the game, like songs and zens.

Additionally, provide cyborgs with a "programs list" command which shows their programs (CYB flagged skills) and their maxmovement cost to activate.

mikeclemson commented 12 years ago

For the cyborg portion, this is what I have: https://github.com/mikeclemson/Tempuscode/commit/9eff0e4c21a661f4bf5ca708041c57a047441a19 But a cyborg's "spells list" command (which returns "You can download the following programs:" has nothing listed. What determines what's listed? I think perhaps only spells are listed, but I tried defining some skills (like power boost) as 'magic' and 'affect' and even as having a mana cost in spells.xml but it didn't seem to matter.

dlowe-net commented 11 years ago

Spells and skills occupy ranges in the number space.

mikeclemson commented 11 years ago

Given that cyborg skills and programs are numbered all over the place, what would be a good way to fix this? Should I attempt to renumber the abilities so that they fall in a nice range, which could be defined (MIN_CYBORG_PROGS and MAX_CYBORG_PROGS in spells.h)?