>set aware after the first backstab won't work because it cuts all >backstabs after the first one, so if the guy decides he doesn't want to >play anymore, everyone else is screwed. So I think the best alternative You could always have 2 'aware' flags, one that is set in the .mob file, which presumably is permanent. The other would be reset (e.g. cleared) at zone reset, thus making the mob aware for a length of time sufficient to deter the backstab/flee/backstab technique. Only downside, the player might 'get lucky' and backstab the mob say 15-30 seconds 'fore zreset, he'd _might_ get away with backstab/flee/backstab, but then he'd have to fight it out on his own (.e.g. He definitely wouldn't get a 3rd backstab) >is a mixture. After the first backstab, it sets a semi-aware bit. Maybe I like your semi-aware idea...although I might take it one step further, perhaps assign a 'skill' (called awareness?anti-backstab?perception?) to mobiles that are intelligent enough, then when they're backstabbed once the could be temporarily more aware, perhaps by noting the time of the last backstab, and if it was within xx amount of time ago, give them a bonus to the 'anti-backstab/awareness' skill. Then a rogue/thief's backstab attempt would be based on his backstab skill _minus_ the awareness of the mobile. Might take a few high-level rogues by surprise if you had a 'very intelligent' mobile that had a high 'awareness'. eh eh eh. :) I would probably follow up with some means of the rogue being able to increase his backstab skill beyond 100%. Hmm...this could also be applied to some of the other rogue/thief skills such as 'sneak' or picking pockets. Hmmm.... +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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