New force system copyrightish (c?) Mid 2001 by Richard Berrill (Bambua) Modifications by Tawnos and ||. This is a brief overview of new force. To eliminate the godhood of previous forcers, and to enforce the strictly jedi/sith following, this customized system was created. It does not use feel, but rather a new structure of 'skills'. Correlating files are force.c, finfo.c, fskills.c, and fhelp.c. There are also files which state some 'action verbs', limitations to jedi/sith, force 'level' to be used at (Apprentice, Knight/Lord, Master), and fhelps in the /force directory. How to modify player files: Force ## 0 #### #### First ## is the force stat, being one through twenty. The zero is unused, and never removed. Our laziness is obvious. First #### is the current mana of the forcer, second is maximum. Mana is calculated by force sense, alter, and control. ForceControl ## Used in calculating mana, and various skill successes. Generally ranges 50-100. ForceSense ## Used in calculating mana, and various skill...things. Unsure about what. ForceAlter ## Used in calculating mana, and various skill damages. Generally ranges 50-100. ForceChance 0 or 1 If you wish to have a reward to good roleplayers to have some force when being sensed by a master, set this to one. ForceId 0 or 1 Sets to 1 after being sensed by a master once, signifying the player has already been tested for force. ForceAlign -100 to 100 Alignment. If -100 and jedi, will cause pain and skill percent losses. If 100 and sith, will cause pain and skill percent losses. ForceConverted 0 or 1 Signifies if a jedi or sith has been converted to the other side of the force by a master. ForceType 0, 1, or 2 0 - Undefined forcer. Never used. 1 - Jedi. 2 - Sith. ForceLvlStatus If forcer, 1, 2, or 3 0 - Not a forcer. 1 - Jedi/Sith apprentice. 2 - Jedi Knight/Sith Lord 3 - Jedi Master/Sith Master ForceSkill ## ### The ## is, at stock, 0 through 23. Listed in sequential order in /force/forceskills.lst The ### is learned percent of skill, 0 through 100. That's pretty much it. To add a new force skill, you need to add a new file in /force, another likely in /force/help, dofun declaration in mud.h, the function name somewhere like fskills.c, and a tables.c-like declaration in force.c. In interp, I think, the commands now go cmd/skill/fskill/social. Have fun and such. -||