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force.README
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force.README
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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. -||