Also Watch for players push these mobs through portals or summoning them to mobs with great eq that are normally very hard to kill Peter > Hello all, > > Just thought I would pass on an interesting error to you all. Probably a no > brainer, but ... > > A couple of friends and I have recently setup (and are modifying) a copy of > Circle30bpl17, and with one of our first changes found an interesting > situation to avoid. If (like us) you wish to add a bit of flavour to the > MUD by allowing mobs to attack mobs (such as evil mobs attacking good, or > barbarians attacking the city, et cetera) MAKE SURE YOU LIMIT WHAT THEY WILL > ATTACK. > > With the simple change that mobs can attack mobs, our MUD crashed due to teh > number of simultaneous combats that broke out as soon as the world > initialized. (One combat happened to be an Orc Hunter beating himself to > death, at which point the world core dumped, probably due to trying to award > EXP to a mob that did not exist.) > > So we changed it so a mob couldn't attack itself (duh), and that still left > too many combats. (Same Orc Hunter, only this time killing another Orc > Hunter.) > > Third fix was to make it so only mobs with a AGGR_MOB bit set (which we > added) would attack other mobs, and then it would do so according to the > regular AGGR* bits (AGGR_EVIL + AGGR_MOB means the mob will attack any evil > mob it encounters). This appears to work quite well, and allows scenarios > were a PC (or group) can find themselves in the middle of a mob-vs-mob > fight, or a defend the city type battle with the city guardsmen actually > helping by attacking the "evil" barbarians, without having to worry about > overloading the MUD. > > This change goes with our addition of a leader and follower flag in the zone > files allowing you to specify leaders and their followers so you can easily > setup such scenarios as the Captain leading Lieutenants, leading Sergeants, > leading Corporals, leading Privates. Give the Captain a special like the > Mayor of Midgaard, and you have an army that will follow a specific plan of > battle. If members of hte army start dying it breaks the "chain of command" > causing the cut off sections to revert to normal mob behaviour. (kill the > Captain, and the whole thing breaks down :) > > Anyway, just thought I would share these ideas and results with the list. > > Larry Robinson@visi.net > Aspiring Galactic Overlord and > SphereMUD developer/alt. coder > http://users.visi.net/~robinson/ > > > +------------------------------------------------------------+ > | Ensure that you have read the CircleMUD Mailing List FAQ: | > | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | > +------------------------------------------------------------+ > +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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