-----Original Message----- From: Neal Lahndorff <stulahnd@ACS.EKU.EDU> To: CIRCLE@post.queensu.ca <CIRCLE@post.queensu.ca> Date: Wednesday, April 08, 1998 12:47 PM Subject: Re: OLC, MOBs, and classes >On Wed, 8 Apr 1998, Brian wrote: > >> I'm wondering if anyone has changed their code from the spec_assign format >> of assigning classes to MOBs, into a method where you can add a class to a >> MOB through OLC. >> >quick and dirty version, add an e-spec for Class: <some number here> and >simple have a default version, something like CLASS_DUMMY defined in >structs.h for generic mobs and as a placeholder so the mud will have a >meaningful value while you edit your already existing mobs, follow the >parse_enhanced_mob thread of code in db.c to see how to add one of these. > >As far as making the mob do something in combat based on his class, that >does take a little work, i just made a mob_class_combat function that >randomly picked a skill and a spell, then checked for the mobs class, and >if they were a spellcaster, and they knew the spell that popped up, they >cast it, and if they don't, their opponent got lucky.. this round. If you >really need a hand with the code, i can probably cut enough of mine out to >do you some good, although i've got a lot more added that what you're >asking for.. That would be very helpful if you had the time. The whole point of going through this is the reason you gave... I want MOBs to cast spells and use skills of their class during combat (or even through DG scripts/triggers later on). Also, since I'm a little new at this, I don't know what an e-spec for class is... I guess I'll do a little back reading in the archives to try to figure that one out. Thanks for your response, and any help you can provide! - Brian +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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