At 09:46 AM 9/22/97 -0400, you wrote: >how about just adding classes and races to mobs and having mobact.c and fight.c >act off of them as well? I am definetly going to create the 4 basic classes and >have a function for each of them. also, a suggestion for the next version. in >mobact.c: have all of the if(MOB_FLAGGED(ch,MOB_BLAH)) call a function. it >really helps to clean up that code. Hmm. It hadn't occurred to me to assign them classes (or races). I had planned (hehe. I have lots of plans, little time/ambition. ;) to simply give them skills and then add cod in mobact.c, fight.c so that they would attempt to make use of those skills (somewhat intelligently, I hope.). I'm not sure a 'race' option would really be beneficial to mobiles, since it's assumed that the mobiles come from a wide variety of lifeforms..(e.g. dragons, werewolves, elves, amobea(sp?), various 'jellies' etc.) On the topic of 'class' though, I thought it would be interesting for a mobile (not necessarily all, just those that you would expect to be intelligent) to 'improve' either over time, or by surviving a fight with a player. If some of the mobiles had a class, you'd be a step away from them 'earning' experience, and their skills increasing accordingly. :). However, one would have to place some kind of limits on this sort of thing, or you could end up with a creature with level 30 abilities in a newbie zone....humorous, but no fun for the players. ;) +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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