> My thoughts: > Big Project Yup ! > > I'd advise modelling general behavoir first. > Give mobs extra attributes, like fear and hunger and pain - scalar values > which are modified as time goes on and things in the world move. Thanks for the advice.... starting to change a few things (may end up even re-writing) mobile_activity in mobact.c. > Give them possibly an assocaiative memory so that they match places and > PC's to certain emotions. Give them a few archetypal behavoirs - for > example a dwarf could have and extreme racial hate of a human, so his > anger levels would be right up there. Then interaction with the human > player would need to be suitably modified. > > I'd probably recommend some method of scripting, but where multiple NPC's > call the scripts on some trigger (external world or internal change of > state). for example a fight / flight response when something causes them > pain. Thanks for the pointers.... (->) Elvis. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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