At 10:48 PM 9/11/97 +0200, you wrote: >Hi there.. > >I've Imped Classes/races for mobs so that I later would be able to put >in skills and so on for those chars. But I seem to run against a wall >here (Or maybe I'm just tired who knows.. :) > >Situation goes like this : when a builder makes a mob with class Mage, >the mob should behave like a mage. Eg. Fire off some spells in fight, >but depending on what level the mob has it would fire off higher and >higher spells. But otherwise act totally normal. This of course could be >solved with some kind of spec_proc. But assigning spec_procs to all the >mobs would be overdoing it a bit. Also Ruining the idea of my mob_progs >a bit. > >So I guess what I'm looking for some kind of idea of how to make is this I added it in mobact.c... just do something like: if(IS_NPC(ch)) switch(GET_CLASS(ch)) { case CLASS_MAGIC_USER: do_mob_mage_specials(ch); break; case CLASS_CLERIC: do_mob_cleric_specials(ch); break; etc etc etc } Then add the functions to check for mobs level and call the call_magic functions and whatnot. As for mana, add a check in spell_parser where it takes away the mana for the spell and if it's a mob, dont make it take away mana. Why? Because if a mob can run out, players will abuse this fact, use charmies or pets or lv 1 characters to make the mob waste it's mana, THEN fight it. The good part about putting the check in mobiule_activity in mobact.c is that they can cast non-combat spells... healing, spells that create things (I have a flame blade spell for druids... if a druid mob doesnt have a weapon for a long enough period of time, he makes and wields one), etc... All without spec_procs for individual mobs. Hades of Ebon Mists Which is down for recoding. :) +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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