[MUD-Dev] Re: Info about different skill systems

Mik Clarke mikclrk at ibm.net
Fri Jan 8 15:24:05 New Zealand Daylight Time 1999

Emil Eifrem wrote:
> Does anyone have any pointers to info about different skill systems? Most
> notably 'skill trees' and 'skill webs,' and preferably on design/coding
> issues rather than concepts.

It's not exactly a pointer, but I can give a description of the 'web' we
are using on CthulhuMud.

For each skill you can specify a prerequisite condition that must be
satisfied before you are able to learn the skill.  Amongst many
irrelevent things, this includes the ability to check on ratings in
other skills (as well as level, profession, gender and race).  Only if
the condition is satisfied are you able to learn the skill (from 0%).

We make a web simply by specifying pre-requesite conditions on the
skills that we don't want newbies to start out with.  An example might
be that to learn 'death kick' you have to know 'karate' at 60% and
'martial arts' of 100%.  To learn Karante you have to know 'martial
arts' at 60% and 'hand to hand' at 100%. To learn 'martial arts' you
have to know 'hand to hand' at 60%.  Hand to hand is actually a starter
skill for all of our professions, so most people start with around 42
percent in it.  Monks (just to break the rules) also start with around
42% in Martial arts.

Note that this is a learning web, not a usage web.  When skills are used
they are all independent of each other.


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