UNNOFICIAL Zen's EnvyMud patch Release 0.83! (HomeCooked Envy2.2) Monday, 30th June 1997 Zen vasc@camoes.rnl.ist.utl.pt === 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_SKILL 156 MAX_CLASS 5 MAX_RACE 41 MAX_LEVEL 54 MAX_CLAN 6 MAX_ALIAS 10 PULSE_PER_SECOND 4 PULSE_VIOLENCE 2 * PULSE_PER_SECOND PULSE_MOBILE 5 " PULSE_TICK 30 " PULSE_AREA 60 " 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_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_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_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 in 'const.c'. See 'class.txt' for more information. MAX_CLAN defines the number of clans present in the game. Clans are defined in a static table in 'const.c'. If you were to add any new clans, you must modify this number. See 'clans.txt' for more information. MAX_ALIAS defines the maximum 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. 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_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. It's also saved when you shutdown the mud (i think). If you were to change these numbers, be sure to 'make clean' and recompile the entire mud. - Zen