Quote ------> As already suggested, it might be a good idea to make a MOB_AGGR_MOB and model it after the other aggressive flags. This approach, however, lends itself to more than one problem. First, the idea of having 40-100 fights during the game at any given time is not a very enjoyable idea. If it were a dream, it'd be classified as a nightmare, and undoubtedly sysadmins would throw a fit about such a thing. My main suggestion would be to use spec-procs to make only particular mobs attack other mobs of a particular kind, or severely limit the number of MOB_AGGR_MOB flags. Of course, I think that mobs are much too much like cardboard cutouts. They should be more than fodder for the canabalistic warrior that roams the variety of multiverses. <------ Quote - welcome back from vaca dan. - how about giving all mobs races, having a 2d array that contains the relations of one race to the other. on a scale of 0 to 10, 0 being friendly, 10 being aggro, the rest you decide. (make it 1 and 0 and you can just use bits, 1 vector for each race, but then you can only have 32 races.) include both mob and PC races. then you can have the inhabitants of different parts of the zone at war with each other... the evil dark dwarves fighting back a incursion from the gem hunting gnomes and such... the roo's vs the aboriginies Down Under. trolls vs orcs in that merc gang land. and if you don't want the races in one zone attacking the other, just make them friendly. really helpful for polymorphed chars :) to save processor, maybe only do the check on char_to_room. --Angus +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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