And do what then? Have the mob react differently according to the value you stored, gold in your example? I haven't done that, but I was going to try (much later, might I add) on making multi-variable dependant mobprogs. Especially for mobs that are more likely than others to be fighting parties; the values would be such things as which opponent has the most hitpoints, which hit last, which hit for most damage, what the classes are, and use those to "decide" which enemy to hit. Also, with spells and skills, using values such as manapool and hitpoints, "decide" how often and which spells/skills to use, or when to run. If that's not the type of thing you're thinking about, I really don't understand what you are talking about. :) Salvatore +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/08/00 PST