Re: Flags and Mobs... (was Re: CIRCLE 3.0...) (fwd)

From: Eric Pilcher (rasta@CSOS.ORST.EDU)
Date: 04/08/94


> I solved this by just altering the zone files so that there is an 
> additional zone command that does the same thing as loading an object, 
> but takes and additional argument that determines the percentage chance 
> of loading the item.
> 
> Thus you could have a purple potion that only loads 5% of the time on 
> the hobgoblin.  Makes things a bit more interesting.  Then also assign a 
> 10% chance for him to get a blue potion.  So occationally he as one, or 
> the other, or on very rare occcations, both.

Or, if you don't want to make code changes, you can set up a 'godroom tree
structure' like I had talked about earlier.

For example, you can set the mob to be scavenger then do something like this:

			  1
                         / \
			v   v
 			/   \
		       2-->--3
			     |
			     v
			     |
			     4

Where 1 is the room the mob hobgoblin loads, 2 is the room the purple
potion loads, 3 is the room the blue potion loads, and 4 is the room the
hobgoblin ends up in (where players can attack it)

Then you just let the game randomly decide which room the hobgoblin will
wander into and if he'll pick up a potion before wandering into the next
room.

-Eric



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