just add a new class to the struct, have a bool reclass, so they can't pick
it at creation...

in exp_tnl function just add if( class_table[ch->class].reclass ) exp =
blah... etc...
even make it easier by making if IS_RECLASS(ch->class) or something... its
really quite
easy.

back when i had levels, (i took them out alittle while back, and replaced
with with a purely
exp sytem) it was like this.

do_reclass( CHAR_DATA *ch, char *argument )
{

    /*checks here...*/

    /* is not max mortal, break out, if not in a special room, break out, if
an npc, break out, if reclassed
        break out */

   ch->level = 1;

   ch->hit = 20  /*etc... reset stats if you want...*/
    ...

    ch->class += MAX_CLASS_TIER;

    return;
}

I thought it worked ok... the hard part is making each class unique and
stuff, and balancing them all...

-Josh


----- Original Message -----
From: "Keith Mervine" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Friday, June 07, 2002 8:10 AM
Subject: Other Classes/Tiered Classes


> Greetings,
> Has anyone implemented a "prestige class" or tiered system?  My concept of
> this is the following.
>
> We have 13 main tier classes. Once you remort into each of the main
classes
> you can move on to the 2nd tier.
> Id like the 2nd tier classes to have an entirely different set of rules
> regarding EXP needed levels needed to remort into another 2nd tier class.
>
> Has anyone done this?  I'm working on a preliminary code for it, but I'm
> not an expert coder so, I'm looking for ideas or differing concepts to
> bounce ideas off of.
>
> Some questions that I have of people who have a tiered class system in
place.
>
> How does the code know you are a 2nd tier?  Flag perhaps.
>
> Does it require the re-writing of the exp system?
>
> Does it require a rewriting of the level system?
>
> What difficulties did you have when you put it in?
>
> Thanks in advance
> Keith
>
>
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