At 12:12 PM 5/3/98 -0400, you wrote: >> I'm thinking about writing a more functional (e.g., easier to read and more >> powerful) skill and spell parser based on command_interpreter with it's own >> setup. This is really vague, but it's after midnight. I was wondering if >> anybody had ideas to contribute for it which could be distributed as part >> of the patch. > >i did this a while ago (made a combination spell/skill parser). i made it >so that a command (do_skill) was called by all skill commands with the >skill number as the subcommand, and cast call it with a sub command of 0. I too have played around with the notion. I have all skills in the command table call do_skill with the skill as the sub_command the same as siv did. That works great, but I have not combined the two as I was just testing the idea. That should be done though, for it is a lot of redundant code. > >i also set it up so that mobs could use skills and spells by passing an >extra argument that would be used as the skill percentage for that mob. >ie, 'kick $n 75' or 'cast 'fireball' $r 100' as a mob command in a >mob progs fight script would allow a mobile to use them just as if they >were a PC. I made my mobs able to do any skill/spell just like a player, no scripts involve. I gave the mob_specials struct a array dor skills just like players and then made a mod_do_skill function call from mobile_activity. The mob_do_skill makes a few simple checks like if the mob is fighting it does a violent spell if not it spells up if it can. Then it calls do_skill or do_cast accordingly. When you make a mob all you have to do is skillset the percentage and the mob will randomly do that skill. It saves in the mob file too. I just made a basic prototype last night and the percentages need to be worked on, but it works rather well. I also made a DO_SKILL/DO_SPELL mob flag which they need to even call the mob_do_skill function. > >i think a combined parser is a good thing because it will cut down on >redundant code, you can group similar skills/spells together (ie, kick >goes with dam spells), and you can let NPCs become less distinguishable >from PCs > I agree. Its nice to give mobs multiple attacks, dual wield, fireball, etc just like players. ...Jon... @---------------/\\//\\//\\//\\//\\//\\//\\//\//\\//\-------------------@ Computers in the future may weigh no more than 1.5 tons." --Popular Mechanics, forecasting the relentless march of science, 1949 +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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