Part III :
Overland setup : multiple continents
The world I have chosen starts with indians immigrating from South America, Central America , Caribbean and from Europe
I will have to set up different overland "maps" so NPC and human players can travel around.
Q. : Is that correct about setting up different overland for each continent?
Part III - B: Please Advise - I have issues with changing or leaving along existing races + classes
1) First of all, let me see if I understand MUD's concept of a race. In AFKMUD x.x / Smaug x, etc when refers to let say
"Human" race, it is as a whole, I mean regardless if the NPC / Mob / x player is African, African-American, White, hispanic, etc.. he / she is human and all of this race's classes are avialable to him or her just because is human.
1.a- Now, one of the dilema I have :
There are at least 5 "kind" of indigenous people who have different languages, eventhough the Tainos language is more predominant. 2.b - Each tribe has their own way of life although they have some similar activities.
3.b -
They have different classes of people .
Even though each of these ethnic groups are human, in order to have players select among which tribe / kingdom they would like to create their own characters from;
Q. - Do I have to set each of them as different races, don't I ?
Indigenous people involved in the story :
Arawakan people, Ciguayos, Caribes , Tainos , others
European people:
Spaniards, French People, English People and later on Africa plays a roll, too.
Attention : In order to add new race(s) and class(es) in
AFKMUD 2.1.4 the one file I found with MAX_RACE and MAX_CLASS was
mudcfg.h,
const.cpp gives the list of npc_race , npc_class .
Then ins .../system/
tongues.dat , is it the file to add the languagename~ alphabet~ etc, etc ?
Q. : If the above files for races, classes and languages are correct, then what other files should I have to look for and setup before RACES, Classes and Languages Work ?
Thank you folks
wishing you all blessing from our heavenly father Jehova.
Hubwired