[MUD-Dev] New topic: AI and NPCs
coder at ibm.net
coder at ibm.net
Mon Sep 1 10:49:29 CEST 1997
On 29/08/97 at 06:37 PM, "Jon A. Lambert" <jlsysinc at ix.netcom.com>
said:
>Yes. I include a repost from rgma last year.
...
>--cut--
>From: "Jon A. Lambert"
>Subject: Re: Talking Mobs (was Re: Realistic MUDs: Mob behavior)
>newsgroups: rec.games.mud.diku,rec.games.mud.admin,rec.games.mud.lp
>Chris Lawrence (Contra) wrote in article
...
>> Instead I use object inheritance and what I
>> call Combat Packages to dynamically spiff up mobile's combat
>> capabilities at runtime. I expect it to be rather nasty when a mobile
>> just happens to grab a new (comparitively very high level) combat
>> package in the middle of a fight.
>>
>I'd be interested in hearing your ideas on these "combat packages".
>Is this a script-type language that you are working on or more
>similar to the hardcoded MOB special procedures?
...
>--end cut--
If there is interest I will re-describe my Combat Package and Combat
Script architecture. Essentially it allows for combat intelligence to
be rendered as a component which can be traded among characters, and
which in turn generates suggested tactics during combat.
--
J C Lawrence Internet: claw at null.net
----------(*) Internet: coder at ibm.net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
More information about the mud-dev-archive
mailing list