On Fri, 12 Jul 1996, Ryan A.J. Biggs wrote: > > Since you probably don't have many mobs meant to be teachers in > > comparison to cannon fodder mobs, shop keepers, etc, you could add a > > MOB_TEACHER flag, so only teacher mobs will need the extra memory. All > > others can be assigned to the dummy_mob. That's assuming that real > > skills take up more space than the dummy_mob (might wanna check this). > > You could also assign teacher mobs on the PC class system, as in: > > > > ASSIGN_TEACHER(mob_vnum, SKILL_KICK, skill_level, skill_percentage); > > Well Sammy, I am not just talking teachers, that's the problem. I am > talking ANY mob to have a skill. (Imagine The Guardian of Infinite Power > with DODGE and PARRY!) The way I am re-writing the MUD is such that very > rarely will I have a mob that has a spec_proc that calls a spell > directly, more than likely, the mob will cast the spell (just like a > player) and have a chance to fail or succeed) just like a player. This > will also allow for mobs to be a bit more creative, as they have full > access to player skills and spells. I've looked into the player_special and player_special_saved structs a bit and it looks like adding skills to mobs in this way would add about 300-400 bytes to every mob prototype, depending on MAX_SKILLS. I don't think that's too bad to have skills on every mob. Sam
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