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Trouble starting mud using Windows XP.
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Post is unread #21 Feb 26, 2006, 12:01 pm
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Remcon
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Any way it goes your looking at a huge number deal. While reseting it to 0 (or well taking off the exp they needed to gain a level, as they level) each level has to go up in exp some. Stock wise the code does lvl * lvl * lvl * get_exp_base( ch ). and get_exp_base is just simply getting the exp_base from the characters class. In messing around with them you mainly have to find a way so that each time it needs more then the last one.
It's not that fun of a task when it comes to trimming it all down. You have to make sure it works right for all levels or you can end up with someone gaining just one exp and getting massive levels from it lol.
The reason I suggest using strings is so you can keep the current exp for them so they know how much they have instead of starting back at 0 and working it up from there.
Now I have seen some choose another method of using like 1 int for normal exp and using another int for everything over a million. This works well if done correctly but in the end still needs about the same amount of rewriting as using a string. and a string would be alot easier to expand as needed. See one major issue is that stock gives exp per hit, per kill, successful/unsuccessful casting. The amount of exp on per hit depends on amount of damage (this is the one i normaly quickly rip out because it makes you have to have massive exp values to keep them from leveling so fast). Per kill exp normaly isn't to bad. The casting exp I normaly rip out to personaly. If you tried that last formula out and then made a test player it would no doubt be kind of funny with stock setup on dishing out exp :) heh quickly covering levels with very little effort no doubt.
Personaly I think its best to use a string cause you can have them just as massive of a number as you want...the downfall here is you have to make the functions to go through them and sort adding and subtracting numbers just right :)
You can also go with the at 1mil increase like m_exp by 1 and decrease exp by 1mil. that will allow huge numbers too :)...the downfall here is that in the end it can be just as much trouble to deal with correctly.
Ideas/suggestions? :)
       
Post is unread #22 Feb 26, 2006, 1:46 pm
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gotmtdew

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I want 10,000 levels but players can noly reach level 1000. or even 900 after taht its more of the Staff Workers
       
Post is unread #23 Feb 26, 2006, 8:46 pm
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Conner
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I guess my question would be: do you really need 9000 immortal levels?
If players can only reach level 1000 anyway, why not just make immortals be the next 500 levels (if you even need more than the standard 4-15 levels most muds allocate to immortals)?
Maybe I'm just not understanding what you're really after, though it sounded like you probably will still only have something in the neighborhood of nine immortal levels anyway but want them incremented by 1000 a piece.. maybe you could just change teh way levels display once they exceed the 1000th level?
       
Post is unread #24 Feb 27, 2006, 5:34 am
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Samson
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Of course nobody mentioned the obvious solution here.... he needs to buy a 64 bit PC and install a 64 bit OS+compiler. Then using the "long long" type will net him trillions upon trillions of exp :)

Anyway, in all seriousness, 10,000 levels just is not practical even if morts can only acheive the first 1,000. Computer math just doesn't have what it takes to deal with that. There are times when you should just accept the limitations set before you in life and come up with a new plan. This appears to be one of those times.
       
Post is unread #25 Feb 27, 2006, 7:53 am
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Remcon
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Yea the long long type is nice heh.

I've never personaly been one to accept limitations, instead I'll find a way of getting it to do what I want :)
       
Post is unread #26 Feb 27, 2006, 10:35 am
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Conner
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Samson: Yes, that's the obvious solution but a rather expensive one. Particularily given that there are ways he can get around this particular limitation. But I have to agree that insisting on 10k levels, even more so when he's only planning on 1k mort levels, seems a bit over the top. I would think it'd be almost easier to change the code to accomidate his 1,009 levels (or however many he specifically wants to use) and then changing all the places in the code that display a character's level (who, whois, score, oldscore, newscore, etc?) to display his higher level numbers instead of their true levels with ifchecks along the lines of 'if ch->level = 1001' then have it display 2000 instead of ch->level, and so forth and you could even go the step further and modify commands like advance to accept these big numbers like 10000 and convert them to 1009 or what have you. *shrug*

Remcon: and you do seem to have a remarkable talent for finding those ways. :)
       
Post is unread #27 Mar 1, 2006, 6:45 pm
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gotmtdew

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ok maybe I am saying this the wrong way. Example there are 10,000 levels. within the game. 10,000 being Creator/Admin/whateer the name may be. but Players(regular people) could only reach say level 1,000 or even 2,000. The rest would be reserved for Judge/Jury/Mentor/Hero/Immortal/Creator/Imp.


Would that work?
       
Post is unread #28 Mar 1, 2006, 7:01 pm
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gotmtdew

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also this can be done as I play on a mud with over 9,000 levels, 10,000 being hero .
       
Post is unread #29 Mar 3, 2006, 7:00 am
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Zeno
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ok maybe I am saying this the wrong way. Example there are 10,000 levels. within the game. 10,000 being Creator/Admin/whateer the name may be. but Players(regular people) could only reach say level 1,000 or even 2,000. The rest would be reserved for Judge/Jury/Mentor/Hero/Immortal/Creator/Imp.

Again, why 9000 levels for Immortals? You should just have (1000 being max player level) max Imm level to be 1015 or so. Depending on how many positions you need. From my example, you'd have 15 different Immortal positions. With your thinking, you'll be having 9000 different Immortal positions. I have no idea why you would want that.
       
Post is unread #30 Mar 3, 2006, 3:58 pm
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gotmtdew

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ok, i understand what everyone is saying. so say I had 10,000 levels which 9,999 would be what players can reach, 10,000 would be Hero, Mentor doesn't really matter level wise as long as they have reached a high level and are able to know the mud. Then 10,001 is Staff, 10,002 is Immortal, 10,0003 Jury, 10,004 Judge, 10,005 SocialImm, 10,006 Coder, 10,007 Head Coder, 10,008 Builder, 10,009 Head Builder, and 10,010 is Imp or God depending on what id like to call it.


Possible?
       
Post is unread #31 Mar 3, 2006, 5:41 pm
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Conner
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As we've already said, yes, it is possible, but it's not going to be easy.. and if you want even more levels it just makes it even harder.. either way, what's the fixation with 10,000 levels all about? You're asking for a very difficult project that's going to create so many levels... do you actually have a need for 10,000+ levels? Do they all need to be earnable?
       
Post is unread #32 Mar 3, 2006, 6:10 pm
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gotmtdew

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playable yes, we are in the process of making a huge mud. many aspects of it. so we wanted to add more levels. what if i set for maybe 5,000 for now and changed it to 10,000 later? would 5,000 be ok? and same as before higher then 5,000 would be the Hero/Immortal Levels.


       
Post is unread #33 Aug 24, 2006, 8:01 pm
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gotmtdew

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problems with Cygwin.

Ok I haven't messed with it in months well since my last post on here. I have decided to download smaugfuss and afkmud again after my pc had to be reinstalled. now I have downloaded cygwin and installed the basic files that I thought I needed. But when I run cygwin and try to use it it doesn't want to work at all. is there a link on how to setup and use cygwin? I know it wasn't that long ago that I used it, but for some reason I can't remember how to run it and use the commands in it anymore.



thanks for all help everyone.
       
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