Difference between revisions of "PlayerClasses(Builder)"

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:* Skill only means that it can be attained through certain skills (such as Wish) but not normally trained.
 
:* Skill only means that it can be attained through certain skills (such as Wish) but not normally trained.
 
; HP/Level Formula: This field uses [[MATH_FORMULA]] for generating hit points for each level gained.
 
; HP/Level Formula: This field uses [[MATH_FORMULA]] for generating hit points for each level gained.
:* Example - ((@x6<@x7)/3)+(1*(1?10))
+
:* Example: ((@x6<@x7)/3)+(1*(1?10))
:*@x1: Players current class level, @x2: Players adjusted Strength, @x3: Players Max adjusted Strength, @x4: Players adjusted Dexterity, @x5: Players Max adjusted Dexterity, @x6: Players adjusted Constitution, @x7: Players Max adjusted Constitution, @x8: Players adjusted Wisdom, @x9: Players adjusted Intelligence  
+
:* For this equation the following parameters are available:
; Mana/Level Formula: '((@x4<@x5)/6)+(1*(1?3))'.
+
:** @x1: Players current class level, @x2: Players adjusted Strength, @x3: Players Max adjusted Strength, @x4: Players adjusted Dexterity, @x5: Players Max adjusted Dexterity, @x6: Players adjusted Constitution, @x7: Players Max adjusted Constitution, @x8: Players adjusted Wisdom, @x9: Players adjusted Intelligence  
; Prac/Level: '3'.
+
; Mana/Level Formula: This field uses [[MATH_FORMULA]] for generating mana for each level gained.
 +
:* Example: ((@x4<@x5)/6)+(1*(1?3))
 +
:* For this equation the following parameters are available:
 +
:** @x1: Players current class level, @x2: Players adjusted Wisdom, @x3: Players Max adjusted Wisdom, @x4: Players adjusted Intelligence, @x5: Players Max adjusted Intelligence, @x6: Players adjusted Attack Attr, @x7: Players Max adjusted Attack Attr, @x8: Players adjusted Charisma, @x9: Players adjusted Constitution
 +
; Prac/Level: Determines how many practices per level the class will earn.
 +
:* Default is 3.  This value should be adjusted based on average skills gained per level vs skills qualified per level.
 
; Attack/Level: '0'.
 
; Attack/Level: '0'.
 
; Attack Attribute: 'DEXTERITY'.
 
; Attack Attribute: 'DEXTERITY'.
Line 27: Line 32:
 
; Trains/1stLvl: '3'.
 
; Trains/1stLvl: '3'.
 
; Levels/Dmg Pt: '5'.
 
; Levels/Dmg Pt: '5'.
; Move/Level Formula: '6*((@x2<@x3)/18)'.
+
; Move/Level Formula: This field uses [[MATH_FORMULA]] for generating movement for each level gained.
 +
:* Example: 6*((@x2<@x3)/18)
 +
:* For this equation the following parameters are available:
 +
:** @x1: Players current class level, @x2: Players adjusted Strength, @x3: Players Max adjusted Strength, @x4: Players adjusted Dexterity, @x5: Players Max adjusted Dexterity, @x6: Players adjusted Constitution, @x7: Players Max adjusted Constitution, @x8: Players adjusted Wisdom, @x9: Players adjusted Intelligence
 
; Armor Restr.: 'Must wear leather, cloth, or vegetation based armor.'.
 
; Armor Restr.: 'Must wear leather, cloth, or vegetation based armor.'.
 
; Armor restricts only spells: 'false'.
 
; Armor restricts only spells: 'false'.
Line 54: Line 62:
 
; Class Abilities: [...].
 
; Class Abilities: [...].
 
; Number of Security Code Sets: '0'.
 
; Number of Security Code Sets: '0'.
 +
  
 
===Notes===
 
===Notes===
 
.
 
.

Revision as of 16:00, 11 November 2019

CoffeeMUD
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This page is intended for the discussion of HOW to build a GenClass, not a listing of the classes themselves (which should be available in the player CLASS page). Classes can be created through the command line (CL) or through the MUDGrinder.

CL Class Creation

Using the CREATE CLASS <CLASSNAME> command, you can create a new GenClass. If you use CREATE CLASS <CLASSNAME> on an existing StdClass, it will convert that class to a GenClass. This may result in loss of some special functionality of that class, so use with caution. Using MODIFY CLASS <CLASSNAME> will let you edit an existing GenClass.

Number of Class Names
This field allows you to specify different names for the class at different levels.
  • The default is one.
  • Increasing this number above one will add additional fields for Class Name and Class levels for each name.
Class Name
This field is the name of the class at level 0.
  • The default should be the same name as the GenClass name.
  • If Number of Class Names is greater than one, there will be multiple class name fields, and subsequent minimum levels for names 2 through x.
Level Cap (?)
This is the maximum levels that a character can gain in this class.
  • Use '-1' to denote the server parameters, or some other positive interger desired.
Base Class
This field is used to denote the BASE CLASS type. This will affect various zappermasks.
Availability
This determines the types of world settings where the class is allowed.
  • Use 'Unavailable' to prevent players from gaining access to this class through normal means.
  • Skill only means that it can be attained through certain skills (such as Wish) but not normally trained.
HP/Level Formula
This field uses MATH_FORMULA for generating hit points for each level gained.
  • Example: ((@x6<@x7)/3)+(1*(1?10))
  • For this equation the following parameters are available:
    • @x1: Players current class level, @x2: Players adjusted Strength, @x3: Players Max adjusted Strength, @x4: Players adjusted Dexterity, @x5: Players Max adjusted Dexterity, @x6: Players adjusted Constitution, @x7: Players Max adjusted Constitution, @x8: Players adjusted Wisdom, @x9: Players adjusted Intelligence
Mana/Level Formula
This field uses MATH_FORMULA for generating mana for each level gained.
  • Example: ((@x4<@x5)/6)+(1*(1?3))
  • For this equation the following parameters are available:
    • @x1: Players current class level, @x2: Players adjusted Wisdom, @x3: Players Max adjusted Wisdom, @x4: Players adjusted Intelligence, @x5: Players Max adjusted Intelligence, @x6: Players adjusted Attack Attr, @x7: Players Max adjusted Attack Attr, @x8: Players adjusted Charisma, @x9: Players adjusted Constitution
Prac/Level
Determines how many practices per level the class will earn.
  • Default is 3. This value should be adjusted based on average skills gained per level vs skills qualified per level.
Attack/Level
'0'.
Attack Attribute
'DEXTERITY'.
Practices/1stLvl
'5'.
Trains/1stLvl
'3'.
Levels/Dmg Pt
'5'.
Move/Level Formula
This field uses MATH_FORMULA for generating movement for each level gained.
  • Example: 6*((@x2<@x3)/18)
  • For this equation the following parameters are available:
    • @x1: Players current class level, @x2: Players adjusted Strength, @x3: Players Max adjusted Strength, @x4: Players adjusted Dexterity, @x5: Players Max adjusted Dexterity, @x6: Players adjusted Constitution, @x7: Players Max adjusted Constitution, @x8: Players adjusted Wisdom, @x9: Players adjusted Intelligence
Armor Restr.
'Must wear leather, cloth, or vegetation based armor.'.
Armor restricts only spells
'false'.
Limitations
.
Bonuses
.
Qualifications
'Anyone'.
Min. Stats
Dexterity(12), Strength(12).;
Required Races
.
PhysStat Adjustments
.
CharStat Adjustments
Max strength adj.(4) Max dexterity adj.(4) .
CharStat Settings
.
CharState Adjustments
.
New Player CharState Adj.
.
Extra CharClass Flags
.
Weapon Restr.
.
Weapon Materials
.
Outfit
.
Starting Money
.
Stat-Modifying Class
'com.planet_ink.coffee_mud.CharClasses.Monk'.
Special Events Class
.
Sub Class Switch Rule
'BASEONLY'.
Max Non-Crafting Skills
'5'.
Max Crafting Skills
'2'.
Max All-Common Skills
'0'.
Max Languages
'3'.
Class Abilities
[...].
Number of Security Code Sets
'0'.


Notes

.