PlayerClasses(Builder)

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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. Be careful with class balance. Ideally, all classes should provide an interesting reason to be played, and a unique experience. When I design classes, I try to adhere to several guidelines:

  1. All classes should have at least 3 ways for a level 30 player to play the class as a specialist
    • For example, a Beastmaster druid could focus his advancement on shapeshifting, breeding, or animal followers.
  2. All classes should maintain a unique set of abilities that other classes cannot get.
    • This means that abilities unique to an existing class should generally not be shared with a new class, unless you are going to grant the existing class an additional unique ability to replace it.
    • Classes should have at least 20 unique abilities that are not shared with other classes.
  3. At level 30, Classes should average 2 abilities gained per level, and qualify for at least 1 ability/3 levels. Most of the GAINED abilities will be granted early in the classes career, and this includes abilities such as COMMON, Skill_Swim, Write and FireBuilding.
    • Any ability that has a prerequisite MUST be a qualify ability. Qualify abilities are the best way to provide playability distinctions referenced in guideline#1.

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'.

Grinder Class Creation

From the MUDGrinder Main Menu, select CLASSES in the Editors section, scroll to the bottom and type a name in the empty box next to CREATE NEW, then click CREATE NEW. An editor window will open with fields for all of the above information.

Notes

.