The mud has certain characteristics you may wish to change. Provided
is a excerpt from const.h .
#define MAX_SKILL 345 /* Number of skills */
#define MAX_CLASS 23 /* Total number of classes */
#define AVAIL_CLASS 5 /* Number of base classes */
#define NUM_MULTI_CLASS 5 /* Should be the same as above */
#define MAX_RACE 41 /* Number of races */
#define MAX_BOARD 8 /* Notice boards for notes */
#define MAX_LEVEL 1000 /* Absolute maximum level */
#define L_OVL MAX_LEVEL /* Overlord */
#define L_MAS 900 /* Master */
#define L_MBLD 850 /* Master Builder (Architect) */
#define L_SEN 800 /* Senior */
#define L_JUN 700 /* Junior */
#define L_ARCH 650 /* Archangel */
#define L_APP 500 /* Apprentice */
#define L_BLD 400 /* Builder */
#define L_ANG 300 /* Angel */
#define LEVEL_IMMORTAL L_ANG
#define LEVEL_HERO 250 /* Maximum player level */
#define L_HER LEVEL_HERO
#define PULSE_PER_SECOND 4
#define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND )
#define PULSE_MOBILE ( 7 * PULSE_PER_SECOND )
#define PULSE_TICK ( 30 * PULSE_PER_SECOND )
#define PULSE_AREA ( 60 * PULSE_PER_SECOND )
#define PULSE_DB_DUMP ( 1800* PULSE_PER_SECOND ) /* 30 minutes */
These variables are the most frequently changed items from within DalekenMud.
MAX_SKILL defines the number of skills present in the game.
Skills are defined in a static table in const.c . If you were to
add any new skills, you should modify this number. See
skill.txt for more information.
MAX_CLASS defines the number of classes present in the game.
Classes are defined in a static table in const.c . If you were
to add any new classes, you must modify this number. See
class.txt for more information. When a base class
is added also increase AVAIL_CLASS and
NUM_MULTI_CLASS , MAX_CLASS will increase by the new
value of AVAIL_CLASS as you have to cover all combinations of
class.
MAX_RACE defines the number of classes present in the game.
Races are defined in a static table in const.c . If you were to
add any new classes, you must modify this number. See
race.html for more information.
MAX_LEVEL defines the number of levels that can be present in
the game.
PULSE_PER_SECOND is the number of game_loop_* cycles required to denote 1
real second. This is an approximation. There is no need to change this
number, unless you think that the game would benefit from a shorter or longer
time between updates.
- shorter time:
PULSE_PER_SECOND is increased, this can
cause a slightly higher processor load but the game runs more
smoothly.
- longer time:
PULSE_PER_SECOND is decreased, the game can
look a bit jumpy, only do this if you are worried about processor load.
PULSE_VIOLENCE is the number of game pulses required for one
combat round. See violence_update() in fight.c .
You might want to change the modifier to your needs to make combat faster or
slower. Keep in mind that combat spam is the leading cause of network
traffic in the mud.
PULSE_MOBILE is the number of game pulses required for each
mobile activity loop. This is used as the base time for timing the events on
mobiles that perform actions.. You might want to change the modifier to make
non-combat mobile actions faster or slower.
PULSE_TICK is the approximate number of game pulses required
for each game "tick". The game modifies this number by some random number to
defeat robot timers and other mudclients which rely on tick intervals. See
update_handler() in update.c . You might want to
change the modifier to make the game time go faster or slower.
PULSE_AREA is the approximate number of game pulses required
for each area to reset. The game modifies this number by some random number
and player occupation modifiers to defeat robot timers and other mudclients
which rely on tick intervals. See area_update() in
db.c . You might want to change the modifier to make areas repop
faster or slower. At the moment this is set to a minute, which is a handy
sort of interval.
If you were to change these numbers or anything in const.h ,
be sure to make clean and recompile the entire mud.
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