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Old 10-22-2010, 04:06 PM   #17
dayrinni
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Join Date: Apr 2002
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Re: MUD Development Journal

ABILITY SYSTEM

Each ability has a certain training level associated with it. Each level of training increases the ability by a certain %. In order to level up these abilities, a training item must be acquired and used OR the ability must be used a certain amount of times. The training items are generic and can be used on the provided ability type. So for example, a "Rune" can only be used on magical abilities. These training items are as follows:
Magic: Runes
Fighter: Tomes
Cleric: Helix’s
Rogue: Charms

Here are the training levels and the bonuses:
1. Novice: +0%.
2. Accomplished: +15%
3. Proficient: +25%
4. Professional: +33%
5. Veteran: +40%
6. Expert: +50%
7. Master: +60%
8. Legendary: +75%

Here are the uses required to get to the training level from the previous level:
1. Novice: N/A
2. Accomplished: 1,000
3. Proficient: 2,000
4. Professional: 4,000
5. Veteran: 8,000
6. Expert: 16,000
7. Master: 32,000
8. Legendary: N/A – Need to use an item.
Special Note: There will be large quests that assist in getting uses for the abilities. For example, a large and complex quest that deals with a heist would give a lot of uses to the “steal” ability.

Training Items must be used in sequential order of the training level. For example, a Novice level ability cannot go immediately to Legendary. An Accomplished Training Item would have to be used, and then a Proficient Training Item and so on, until Legendary is met.

These training items will spawn from monsters randomly. Each training item has a series of %'s based on the training level that can is used to determine the spawn on a monster.

Each training item has a base % to drop, which is based on the training level it raises. The higher the level of the monster the higher the chance to drop one of these trainings items. Each monster has a chance to drop the same item equally. When a monster is killed, the game will randomly choose 1 of 8 training levels and attempt to generate that item on the mob.
The equation is: BaseChanceToDrop *[(MobLevel+25 + RANDOM(-25, 25))/100] = Actual Chance.
BaseChanceToDrop values:
1. Novice: 3%.
2. Accomplished: 2%
3. Proficient: 1%
4. Professional: 0.50%
5. Veteran: 0.25%
6. Expert: 0.10%
7. Master: 0.05%
8. Legendary: 0.01%
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