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Re: MajorMUD Formula's Quesion MMud Experts Only

Posted: Thu Apr 24, 2003 3:39 am
by Reckless
what are the percentags for lvls above 1 though? I think everyone knows the race + class * 1000 formula.

Re: MajorMUD Formula's Quesion MMud Experts Only

Posted: Thu Apr 24, 2003 4:34 am
by Raybdbomb
YOU ARE NO LIMITS BBS GHALEON? omfg i couldn't figure out who you were, the only person on my msn messenger buddies list

Re: MajorMUD Formula's Quesion MMud Experts Only

Posted: Thu Apr 24, 2003 7:32 am
by Speed
i guess some guy named Harkle knows the other formula's from what ive heard anyone know of him?



Harkle is on Mudcentrals forums. Actually, if you just do a search on mudcentral for formulas, I bet you'll come up with them. They are posted all the time. Swing formulas, damage formulas, everything. People like to know the formulas so they can figure out what they will be swinging at lvl 50.



Also, are you planning on having all of Majormud's current areas/spells/items/etc in the game? If so, are you going to do this by hand, or export from nightmare and write a function to import?



Plus, text blocks. How are you going to handle them. Are you going to design a new system to handle them, or are you going to try to mimick the one that Metro has? Personally, I dislike the one Metro has. I designed my own system that didn't use text blocks, but rather the vnum of the room/item/skill/spell that the text block affected. It was much easier to work with, but it was a little difficult to design.

Re: MajorMUD Formula's Quesion MMud Experts Only

Posted: Thu Apr 24, 2003 9:27 am
by syntax53
Originally posted by Ghaleon

Base Exp = (race exp + class exp) * 1000 = The Exp required for lvl 1



what about the rest of the levels?



-syn



[edit]

pardon my double question -- i didn't see reckless's post on the second page before i replied.

Re: MajorMUD Formula's Quesion MMud Experts Only

Posted: Thu Apr 24, 2003 9:31 am
by Speed
If it comes down to it, he can always get megamud and hard code exp/level. If I had megamud on my work pc I'd sit and try to figure out the exp formula, it can't be too hard. There's also a cheap program floating around that calculates it for you up to any level. Although, hard coding 300 sum race/class combos would be a bitch, grin. There's gotta be an easy way to break down the formula, and then figure out the exp drop that occurs in the 50s and again later on.

Re: MajorMUD Formula's Quesion MMud Experts Only

Posted: Thu Apr 24, 2003 11:27 am
by Ghaleon
ive done tons of searches on the net on multiple engines and i cant really find much on formulas. i may have to check the mud forum to see if i can find this guy. As for the areas, mobs, items, and text blocks what i want to do is import all the areas. the mobs and items are dependent on what types they are.. the monsters obviously are in any mud you can find... well most of em. the items im thinking about doing a few edits on.. im going to give high lvl wizards the ability to enchant weapons to make them better.. kinda like gemstone iii if anyones played that. as for the text blocks.. i hate em.. right down to the death lines. i plan on giving the death lines a lot more gore.. and making them body specific.. the more damage w/ the final blow the more gore it will display. ive got plenty of ideas. thats for sure.

Re: MajorMUD Formula's Quesion MMud Experts Only

Posted: Thu Apr 24, 2003 12:40 pm
by syntax53
Originally posted by Ghaleon

ive done tons of searches on the net on multiple engines and i cant really find much on formulas. i may have to check the mud forum to see if i can find this guy. As for the areas, mobs, items, and text blocks what i want to do is import all the areas. the mobs and items are dependent on what types they are.. the monsters obviously are in any mud you can find... well most of em. the items im thinking about doing a few edits on.. im going to give high lvl wizards the ability to enchant weapons to make them better.. kinda like gemstone iii if anyones played that. as for the text blocks.. i hate em.. right down to the death lines. i plan on giving the death lines a lot more gore.. and making them body specific.. the more damage w/ the final blow the more gore it will display. ive got plenty of ideas. thats for sure.





Originally posted by Reckless

what are the percentags for lvls above 1 though? I think everyone knows the race + class * 1000 formula.





Originally posted by syntax53

what about the rest of the levels?

Re: MajorMUD Formula's Quesion MMud Experts Only

Posted: Thu Apr 24, 2003 1:24 pm
by Speed
Ok, so after you answer Syntax and Reckless's question, lemme know how long you plan on spending creating an entire realm of monsters/items yourself, since you don't want to import.

Re: MajorMUD Formula's Quesion MMud Experts Only

Posted: Thu Apr 24, 2003 5:26 pm
by EvanElias
Originally posted by Ghaleon

I think its all a matter of what you code your CPP in - yes cpp. If you code in borland or some other i suppose cpp doesnt make sense to you..



Er, what? The extension used by almost every C++ programmer is "cpp", that's the convention Stroustrup used when he wrote the language. The compiler you use (MSVC++, Borland, GNU, etc) makes no difference and furthermore the actual extension you choose is arbitrary (you don't actually HAVE to use .cpp, but everyone does for clarity).



i personally use ms visual studio and they call it cpp everywhere you look..



Where would that be? Nowhere in MS's docs or manuals do they refer to the language itself as "cpp". Furthermore, I've never heard a computer science undergrad, grad student, or professor call it "cpp" nor have I heard any professional programmer in the industry call it "cpp". The language is universally called C++. So yeah, say "C++" if you want people to know what you're talking about, or say "CPP" if you want to sound like a newb.



Anyway, about those exp formulas, they're tricky to figure out because they've been "adjusted" multiple times at various levels (browse the majormud release notes for more specific info on which levels). So the base formula gets hit by a modifier a few times depending on what level you're at. A looong while back, I hand-calculated majormud's exp formula, but it only held up to about level 20 or so (after which point it got hit by modifiers that made it too difficult to determine easily). Whatever formula I came up with doesn't even work now past level 16 now since they added another exp adjuster at lvl 17 (and I think also around lvl 40?) in the mid-1.1 releases AFAIK.



Maybe I still have that formula somewhere... I'll look around a bit. I remember very little of it, other than that some percentage involved only jumps every _two_ levels. Basically you can figure out the un-modified formula by looking at the exp table for a human warrior and charting out how much it jumps per each level and also the percent jumps involved, from this it's easier to try and figure out what the formula is.

Re: MajorMUD Formula's Quesion MMud Experts Only

Posted: Thu Apr 24, 2003 5:29 pm
by Speed
You say poh-tay-toh, he says poh-tah-toh, but it's still the same god damned potato. :)