I'd say the easiest way to do this would be to define all the classes as
standard classes but only allow base classes to be selected at character
creation.
You then add a command (like your 'advance' command) to completely change
the player's class.
That way you can use the normal code and structs for spell/skill levels etc.

You can restrict use of the advance command as you wish, e.g. to advance to
an Illusionist you must be Mage class and level 15 and in the same room as
your guildmaster, etc.

This allows you to be as flexible as you like with class changes while
keeping all the related code in one place (the do_advance function).

> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of John Van
> Dyke
> Sent: 01 December 2001 21:09
> To: [email protected]
> Subject: Advanced Classes
>
>
> I'm looking for suggestions on how to implement
> "advanced classes."  What I have in mind: At level 15,
> a person goes to their guildmaster and types
> 'advance'.  It says something like 'Available classes:
> Necromancer, Illusionist, etc' depending of course on
> what base class you were.  Your advanced class gets
> skills and spells not available to the others.
>
> My plan so far is to make a do_advance command and add
> a field for adv_class in CHAR_DATA.  Should I keep the
> advanced classes in the same struct as the normal
> classes or make a new type?  And what about the skills
> and spells for the advanced classes: if there are 20
> or so of these classes, should each spell have a level
> for them?  Seems kind of messy.
>
> Any thoughts or comments on this are appreciated.
>
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