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<H1>[MUD-Dev] Re: Info about different skill systems</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Info about different skill systems</LI>
<LI><em>From</em>: Ben Greear &lt;<A HREF="mailto:greear#cyberhighway,net">greear#cyberhighway,net</A>&gt;</LI>
<LI><em>Date</em>: Sun, 03 Jan 1999 21:22:01 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
Emil Eifrem wrote:
&gt; 
&gt; At 07:00 PM 1/3/99 , Ben Greear wrote:
&gt; &gt;(skill == spell for this discussion)
&gt; &gt;I use a system where each skill may have 0 or more pre-requisites, and
&gt; &gt;0 or more 'enables'.  When ever you learn a skill past 50%, then I do
&gt; &gt;a check on all of the enables.  For each enable, if it (now) has all
&gt; &gt;of it's pre-requisites learned at least 50%, then I add this skill to
&gt; &gt;the player's collection of skills, with a learned percentage of 1.
&gt; 
&gt; Cool. Once the player has a new skill, does changing its value propagate
&gt; changes throughout its enablers and the rest of the system, sortta like
&gt; skill trees and -webs do? Or do you just use it for deciding what new
&gt; skills a character may gain?

No, just for deciding new skills.  However, many of my skills/spells
take more than one skill-percentage-learned into account, so in a
round-about
way I guess it does...

&gt; 
&gt; Also, I'm curious as to how a character grows better in his skills on your
&gt; mud. You speak of practices -- is that the only way? Or do you also get
&gt; better by *using* the skill? If so, then I believe it would be at least
&gt; theoretically possible for a player to gain all skills. That may not be a
&gt; problem. A lot of time would probably have to be invested. Do you have the
&gt; concept of skill detoriation or anything alike?

Just practices.  I see too many ways to abuse the *using* scheme. 
Practices are
given at level, and optionally by immorts for good deeds, such as
winning
a quest or whatever, so it is still possible.  Mobs can also teach
players
skills through their scripts, but this should be done minimally to avoid
easy
'super-players'.

&gt; &gt;If you would like to see an (almost up to date) graph of my skill
&gt; &gt;structure, check out:
&gt; &gt;www.primenet.com/~greear/ScryMUD/ss.gif
&gt; &gt;
&gt; &gt;The blue arrows represent 'requires', the black represent 'enables'.
&gt; &gt;The graph was drawn with the "graphviz" tool, dot.  If you want more
&gt; &gt;info on dot, let me know, it's cool :)
&gt; 
&gt; I like it a lot. Been looking for such a tool for a long time, so I
&gt; wouldn't say no to information/links/etc about it. :)

I don't have the link on me now, but try looking for 'graphviz' on 
some search engines.  The actual page is burried somewhere at IBM, or
maybe Bell Labs.  The graphviz package contains 'dot', which I used to
generate the graph.  To put text in, you have to copy some TrueType
fonts
from your windows machine:  (In my example:  cp
/mnt/dosc/windows/fonts/* /usr/local/lib/fonts/ )

If you can't find it, let me know, I think I got the bookmark at work...

&gt; 
&gt; -EE [emil#prophecy,lu]
&gt; 
&gt; --
&gt; MUD-Dev: Advancing an unrealised future.

-- 
Ben Greear (greear#cyberhighway,net)  <A  HREF="http://www.primenet.com/~greear">http://www.primenet.com/~greear</A> 
Author of ScryMUD:  mud.primenet.com 4444
<A  HREF="http://www.primenet.com/~greear/ScryMUD/scry.html">http://www.primenet.com/~greear/ScryMUD/scry.html</A>


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<LI><STRONG><A NAME="00024" HREF="msg00024.html">[MUD-Dev] Info about different skill systems</A></STRONG>
<UL><LI><EM>From:</EM> Nathan F Yospe &lt;yospe#hawaii,edu&gt;</LI></UL></LI>
<LI><STRONG><A NAME="00027" HREF="msg00027.html">[MUD-Dev] Re: Info about different skill systems</A></STRONG>
<UL><LI><EM>From:</EM> Emil Eifrem &lt;emil#prophecy,lu&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Info about different skill systems</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00089" HREF="msg00089.html">[MUD-Dev] Re: Info about different skill systems</A></strong>, 
Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Fri 08 Jan 1999, 20:16 GMT
</LI>
<LI><strong><A NAME="00024" HREF="msg00024.html">[MUD-Dev] Info about different skill systems</A></strong>, 
Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sun 03 Jan 1999, 08:25 GMT
<UL>
<LI><strong><A NAME="00026" HREF="msg00026.html">[MUD-Dev] Re: Info about different skill systems</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Sun 03 Jan 1999, 18:26 GMT
<UL>
<LI><strong><A NAME="00027" HREF="msg00027.html">[MUD-Dev] Re: Info about different skill systems</A></strong>, 
Emil Eifrem <a href="mailto:emil#prophecy,lu">emil#prophecy,lu</a>, Mon 04 Jan 1999, 01:45 GMT
<UL>
<LI><strong><A NAME="00031" HREF="msg00031.html">[MUD-Dev] Re: Info about different skill systems</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Mon 04 Jan 1999, 04:48 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00028" HREF="msg00028.html">[MUD-Dev] Re: Info about different skill systems</A></strong>, 
Emil Eifrem <a href="mailto:emil#prophecy,lu">emil#prophecy,lu</a>, Mon 04 Jan 1999, 01:45 GMT
</LI>
<LI><strong><A NAME="00038" HREF="msg00038.html">[MUD-Dev] Re: Info about different skill systems</A></strong>, 
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Mon 04 Jan 1999, 20:21 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
<LI><strong><A NAME="00001" HREF="msg00001.html">[MUD-Dev] From DevMud: Database module</A></strong>, 
Greg Connor <a href="mailto:gconnor#nekodojo,org">gconnor#nekodojo,org</a>, Fri 01 Jan 1999, 22:41 GMT
<UL>
<LI><strong><A NAME="00091" HREF="msg00091.html">[MUD-Dev] Re: From DevMud: Database module</A></strong>, 
Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Fri 08 Jan 1999, 20:16 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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