On Fri, 21 Jul 1995, Ron Poulton wrote: > Wow. The idea of having a object pulses within the code is awesome. > What might be formed within the game is an 'object-act' structure which > would hold any interactions between the object and a player or NPC, > somewhat like the mob-act routines available. Circle would scan through > these structures for the object-acts every pulse. Since the object-acts > are memory-based, it would be plenty quick enough to have a few > intelligent objects within the game. > > This could also solve a problem I've been having. The Pet Store within > my game here, for some reason, sells animals for free. I've been looking > through the code, the shop files, the mob files, object files, and so > forth, for something to determine how much the mobs sell for, or any sort > of Pet Shop operations. I haven't had any luck. > > If I could implement object-acts, I could define the kitten, puppy, etc. > as objects and set up object acts for them. That way I can set their > values and they can still be ordered to do things. > um hate ta tell ya this just change the mob to sell's experiance points to whatever ya want it to cost to buy devided by 3 I had the same problem and it baffeled me until I transported some mobs and people that were in the game to the back rooms of the pet stores and put 2 and 2 together
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