Here's what I am wondering. WHat about those little specs you want for mobs? It's extremely simple for me to type in: >rand_prog 2~ say Hey $r, know any good shops around here? ~ | To have my customer mobs do this simple little feat... and after installing mobprogs I made many many mobs with special little... er.... quirks. Now here is where my concern comes in: It is 1 million times easier to write those few simple lines than coding the find a random char in a room function and actually making the spec_proc and recompiling. Now what is harder on the system? Making many little spec_procs that only do tiny cosmetic things, or using mobprogs to do those same functions? I like mobprogs because of it's ease of use, it's nice and simple, and to make a change, just reboot, no compiling needed and no crashes. But with the number of mobs I have, what I am concerned about it memory. Every mob with a mobprog needs to have memory allocated for it in it's struct. That takes up more memory when it follows or when it has followers. I'm sure it also slows the system down interpreting the mobprog. So what's better for lotsa tiny mobprogs? Just make a few spec_procs? Or use the mobprogs? I'm thinking spec_procs, mainly because they can be recycled. (I made a genie spec_proc. The genie wouldn't allow passage of a char trying to go north. I've used the same spec_proc for 5 other mobs, all coincidently being guardians of a north exit.) But that also takes up code space and more memory as the mud runs. Anyone got any ideas on this? Hades of EBon Mists
This archive was generated by hypermail 2b30 : 12/07/00 PST