> > You don't know if the town 33s15w23s14e is still there or if the trolls have > taken it over. So in actuality it was not just weather I was taking about. > Raids by differant races, Weather, Natural Disasters, Attacks by Dragons and > on and on. I just want randomization because I hate when things grow > stagnant. > > I know this will be pretty diffgicult BUT, well worth it when finished. I > also understand what your saying, it boils down to how far do I wanna take > it. > The easiest way to do world-affecting changes like that is to make multiple copies of a zone, and tailor the mobs/objs loading, as well as descriptions, and then write a way to swap the zones in and out. This is more difficult than it sounds - i'd use two seperate zones since you won't want to deal with objects/mobs of the same vnum acting differently. Then, just write a program to reposition the exits. One mud used to have pirate raiders who - if they weren't stopped would sail around and loot any of the seaside towns. If there were _X_ pirates in town for _y_ ticks, the town was considered conquered, the shops looted, and most of the inhabitants killed or became hostile. Of course, there were pirates in the town too :) After the zone was cleared of pirates, the town retuned to normal after around 1-2 hours real time. I was told later that there was a spec proc on one mob in each 'real' town which was responsible for checking the status of the town and fixing/resetting the exits. PjD +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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