Eric Sieg wrote: > > has anyone done any work on random eq loads? I'm planning on re-adding > item level field to object and then tinkering with the load command to > have either: > 1. have an area defined command to load a certain number of random objects > to a mob, do random command to check through the vnums of objects, if > one exists, check for race, align, level restricts, and then if those > all work, add random chance to load to inventory or onto the mob > checking to see if there is already eq in the eq slot. > percentages takes care of the random chance that it loads. The rest is up to you. I am sure that once you look at percentages, you can fit in the rest of it easily. > 2. Same random eq roll, like perhaps 1d5 for high level items and 2d5 for > lower levels. Check that many random items to see if they load and load > the ones they can. Maybe add no eq flag to certain mobs or have it so > that certain races of monsters cannot wear eq. > simple if statement which would have to be placed at the wear command and in loading. But, why load it on a mob you do not want eq on? > > Also, here's the real newbie question. It seems like there should be a way > to have a chance that a certain item will load on a mob. For example every > time the grand mistress loads, give her a 2% chance to load the ebony > kris. It seems like there might already be a way, just don't see it in the > building docs (my friend is gonna build and I'm gonna code). Any advice > would be greatly appreciated :). Percentages!! +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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