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» SmaugMuds.org » General » Coding » Dystopia 2
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Dystopia 2
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Post is unread #1 Oct 17, 2008, 3:54 pm   Last edited Oct 17, 2008, 3:54 pm by Cereal Killer
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Cereal Killer
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JoinedOct 14, 2008

I was wondering what the numbers below represent ? The last set of numbers, I am hesitant to add more powers as I am not sure ...

    "chains of decay", EVOLVE_2, WARLOCK_EVOLVE_PLAGUE,
    EVOLVE_3, WARLOCK_EVOLVE_DECAYCHAIN, EVOLVE_3, WARLOCK_EVOLVE_ZOMBIEENDURANCE,
    50000, 45000, 50000, 500000000, 15000
       
Post is unread #2 Oct 17, 2008, 3:58 pm
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Zeno
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No idea without seeing the actual code where it gets used.
       
Post is unread #3 Oct 17, 2008, 4:14 pm
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Cereal Killer
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JoinedOct 14, 2008

The only place those numbers appear are under the evolves for each class ... Here is the entire evolve code for the warlock ... I have no clue if that will help or not ...

const struct evolve_entry warlock_evolve_table[] =
{
  { "path of time", 0, 0,
    EVOLVE_1, WARLOCK_EVOLVE_TIME, EVOLVE_1, WARLOCK_EVOLVE_SPACE,
    10000, 20000, 25000, 50000000, 5000
  },

  { "path of space", 0, 0,
    EVOLVE_1, WARLOCK_EVOLVE_SPACE, EVOLVE_1, WARLOCK_EVOLVE_TIME,
    15000, 30000, 15000, 50000000, 5000
  },

  { "contingency chain", 0, 0,
    EVOLVE_1, WARLOCK_EVOLVE_CONTINGENCY, EVOLVE_1, WARLOCK_EVOLVE_HOMING,
    25000, 15000, 15000, 50000000, 5000
  },

  { "homing device", 0, 0,
    EVOLVE_1, WARLOCK_EVOLVE_HOMING, EVOLVE_1, WARLOCK_EVOLVE_CONTINGENCY,
    20000, 20000, 20000, 50000000, 5000
  },

  { "doombolt", 0, 0,
    EVOLVE_1, WARLOCK_EVOLVE_DOOMBOLT, EVOLVE_1, WARLOCK_EVOLVE_MOUNTAIN,
    15000, 25000, 15000, 50000000, 5000
  },

  { "mountain king", 0, 0,
    EVOLVE_1, WARLOCK_EVOLVE_MOUNTAIN, EVOLVE_1, WARLOCK_EVOLVE_DOOMBOLT,
    15000, 15000, 25000, 50000000, 5000
  },

  {
    "plague chain", EVOLVE_1, WARLOCK_EVOLVE_SPACE,
    EVOLVE_2, WARLOCK_EVOLVE_PLAGUE, EVOLVE_2, WARLOCK_EVOLVE_GLIMMER,
    30000, 30000, 30000, 200000000, 10000
  },

  {
    "glimmer chain", EVOLVE_1, WARLOCK_EVOLVE_SPACE,
    EVOLVE_2, WARLOCK_EVOLVE_GLIMMER, EVOLVE_2, WARLOCK_EVOLVE_PLAGUE,
    25000, 40000, 25000, 200000000, 10000
  },

  {
    "time travel", EVOLVE_1, WARLOCK_EVOLVE_TIME,
    EVOLVE_2, WARLOCK_EVOLVE_TIMETRAVEL, EVOLVE_2, WARLOCK_EVOLVE_OLDAGE,
    25000, 25000, 40000, 200000000, 10000
  },

  {
    "sunset age", EVOLVE_1, WARLOCK_EVOLVE_TIME,
    EVOLVE_2, WARLOCK_EVOLVE_OLDAGE, EVOLVE_2, WARLOCK_EVOLVE_TIMETRAVEL,
    40000, 25000, 25000, 200000000, 10000
  },

  {
    "backlash", EVOLVE_1, WARLOCK_EVOLVE_HOMING,
    EVOLVE_2, WARLOCK_EVOLVE_BACKLASH, EVOLVE_2, WARLOCK_EVOLVE_HUNTINGSTARS,
    35000, 30000, 30000, 200000000, 10000
  },

  {
    "hunting stars", EVOLVE_1, WARLOCK_EVOLVE_HOMING,
    EVOLVE_2, WARLOCK_EVOLVE_HUNTINGSTARS, EVOLVE_2, WARLOCK_EVOLVE_BACKLASH,
    30000, 35000, 25000, 200000000, 10000
  },

  {
    "seven stitches", EVOLVE_1, WARLOCK_EVOLVE_CONTINGENCY,
    EVOLVE_2, WARLOCK_EVOLVE_STITCHES, EVOLVE_2, WARLOCK_EVOLVE_PRECOGNITION,
    25000, 30000, 40000, 200000000, 10000
  },

  {
    "precognition", EVOLVE_1, WARLOCK_EVOLVE_CONTINGENCY,
    EVOLVE_2, WARLOCK_EVOLVE_PRECOGNITION, EVOLVE_2, WARLOCK_EVOLVE_STITCHES,
    35000, 25000, 35000, 200000000, 10000
  },

  {
    "pulse of the earth", EVOLVE_1, WARLOCK_EVOLVE_MOUNTAIN,
    EVOLVE_2, WARLOCK_EVOLVE_EARTHPULSE, EVOLVE_2, WARLOCK_EVOLVE_DISJUNCTION,
    35000, 35000, 25000, 200000000, 10000
  },

  {
    "disjunction", EVOLVE_1, WARLOCK_EVOLVE_MOUNTAIN,
    EVOLVE_2, WARLOCK_EVOLVE_DISJUNCTION, EVOLVE_2, WARLOCK_EVOLVE_EARTHPULSE,
    35000, 35000, 25000, 200000000, 10000
  },

  {
    "doomstorm", EVOLVE_1, WARLOCK_EVOLVE_DOOMBOLT,
    EVOLVE_2, WARLOCK_EVOLVE_DOOMSTORM, EVOLVE_2, WARLOCK_EVOLVE_DOOMCHARGE,
    35000, 35000, 25000, 200000000, 10000
  },

  {
    "doomcharge", EVOLVE_1, WARLOCK_EVOLVE_DOOMBOLT,
    EVOLVE_2, WARLOCK_EVOLVE_DOOMCHARGE, EVOLVE_2, WARLOCK_EVOLVE_DOOMSTORM,
    30000, 40000, 25000, 200000000, 10000
  },

  { 
    "chains of decay", EVOLVE_2, WARLOCK_EVOLVE_PLAGUE,
    EVOLVE_3, WARLOCK_EVOLVE_DECAYCHAIN, EVOLVE_3, WARLOCK_EVOLVE_ZOMBIEENDURANCE,
    50000, 45000, 50000, 500000000, 15000
  },

  {
    "zombie endurance", EVOLVE_2, WARLOCK_EVOLVE_PLAGUE,
    EVOLVE_3, WARLOCK_EVOLVE_ZOMBIEENDURANCE, EVOLVE_3, WARLOCK_EVOLVE_DECAYCHAIN,
    45000, 50000, 50000, 500000000, 15000
  },

  /* end of table */
  { "", 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
};
       
Post is unread #4 Oct 17, 2008, 8:50 pm
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Zeno
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I was looking for the code that uses that table data.
       
Post is unread #5 Oct 21, 2008, 10:01 pm
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Igabod
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JoinedSep 25, 2008

those are the costs of the evolves, if you look at the evolve table it'll list the various evolves you can buy and their hp/mana/move/exp/qp requirements (not sure of the order, i'm not looking at it right now myself) the easy way to figure out which cost is which number is to look at that list in game (i forgot the command) and compare it to what you just posted. i'm sure you'll figure it out.
       
Post is unread #6 Oct 22, 2008, 6:10 am
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tphegley
Magician
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Posts176
JoinedMay 21, 2006

Look for that table in mud.h and see what they are defined as. That will give you insight as well as do what Igabod said in game.
       
Post is unread #7 Oct 28, 2008, 8:53 am
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Cereal Killer
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JoinedOct 14, 2008

Thanks guys
       
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