GreedMud Release 0.99.5 Friday, 11th February 2000 Zen <greedmud@egroups.com> === Configuring the Mud The mud has certain characteristics you may wish to change. Provided is a excerpt from 'merc.h'. EXP_PER_LEVEL 1000 MAX_SPELL 168 MAX_SKILL ( MAX_SPELL + 66 ) MAX_ATTACK 17 MAX_MULTICLASS 2 MAX_POSE 17 MAX_RACE 41 MAX_LEVEL 64 MAX_ALIAS 10 MAX_BOARD 5 MAX_VECTOR 8 MAX_HISTORY 10 MAX_LANGUAGE 24 PULSE_PER_SECOND 4 PULSE_VIOLENCE 2 * PULSE_PER_SECOND PULSE_MOBILE 5 " PULSE_TICK 30 " PULSE_AREA 60 " PULSE_CLAN 300 " PULSE_AUCTION 10 " PULSE_DB_DUMP 1800 " These variables are the most frequently changed items from within EnvyMud. EXP_PER_LEVEL defines how many exps per level a character must obtain before reaching another level. Envy like other Mercs uses a constant number to define achievement of a character level. If you were to change this number, all you would have to do is create a formula to define EXP_PER_LEVEL as. MAX_SPELL defines the number of spells present in the game. Spells are defined in a static table in 'const.c'. If you were to add any new spells, you should modify this number. See 'skill.txt' for more information. MAX_SKILL defines the number of skills present in the game. Skills are defined in a static table in 'const.c'. If you were to add any new skills, you should modify this number. See 'skill.txt' for more information. MAX_ATTACK defines the number of weapon types present in the game. Attacks are defined in a static table in 'const.c'. If you were to add any new skills, you should modify this number. MAX_MULTICLASS defines the number of classes any player may have when he chooses multiclassing upon creation. MAX_CLASS defines the number of classes present in the game. Classes are defined in a file in area/classes. If you were to add any new classes, you must modify this number. See 'class.txt' for more information. MAX_POSE defines the number of poses any class may have. See 'class.txt' for more information. MAX_RACE defines the number of classes present in the game. Races are defined in a static table in 'const.c'. If you were to add any new classes, you must modify this number. See 'race.txt' for more information. MAX_LEVEL defines the number of classes present in the game. Levels are used as indices in most cases like in the title table. See 'class.txt' for more information. MAX_ALIAS defines the number of aliases a played may have. You might think increasing them is a good idea but they do take YOUR memory and they increase player file size since it's there they are saved. MAX_VECTOR defines the number of bytes of an array bitvector. Array bitvectors are used for affects and other vectors with more than 31 fields. MAX_BOARD defines the number of note boards in the game. Boards code is in 'boards.c' and notes are saved in '../notes'. MAX_HISTORY defines the maximum size of the command history a played may have. you might think increasing them is a good idea but they do take YOUR memory though they aren't saved on the player files. MAX_LANGUAGE defines the number of languages of the game. Languages are defined in a static table in 'act_lang.c' and dictionary files in '../dict'. PULSE_PER_SECOND is the number of game_loop_* cycles required to denote 1 real second. This is an approximation. There is no need to change this number. PULSE_VIOLENCE is the number of game pulses required for one combat round. See 'violence_update()' in 'fight.c'. You might want to change the modifier to your needs to make combat faster or slower. Keep in mind that combat spam is the leading cause of network traffic in the mud. PULSE_MOBILE is the number of game pulses required for each mobile activity loop. See 'mobile_update()' in 'update.c'. You might want to change the modifier to make non-combat mobile actions faster or slower. PULSE_TICK is the approximate number of game pulses required for each game "tick". The game modifies this number by some random number to defeat robot timers and other mudclients which rely on tick intervals. See 'update_handler()' in 'update.c'. You might want to change the modifier to make the game time go faster or slower. PULSE_AREA is the approximate number of game pulses required for each area to reset. The game modifies this number by some random number and player occupation modifiers to defeat robot timers and other mudclients which rely on tick intervals. See 'area_update()' in 'db.c'. You might want to change the modifier to make areas repop faster or slower. PULSE_CLAN is the approximate number of game pulses required for the dump of all clan files. PULSE_AUCTION is the number of game pulses required for the auction bid times. PULSE_DB_DUMP is the approximate number of game pulses required for each database dump (OLC feature). When this happens the entire world database is saved. If you were to change these numbers, be sure to 'make clean' and recompile the entire mud. - Zen