[MUD-Dev] Spawning and quests

adam at treyarch.com adam at treyarch.com
Mon Apr 17 14:24:53 CEST 2000


On Sun, 16 Apr 2000, Chris Lloyd wrote:
> Why not have stop mobs from respawning in their original rooms? There could
> be a spawning room in each area (say, a next or a hatchery) where all mobs
> start. They then walk to their new, pre-defined posts. If the spawning room
> has players in or next to it, there is no respawn. This, at least, might be
> better than big (aggressive?) monsters appearing in the room that the
> players are standing in without warning.

Indeed, builders can do this on regular dikumud without any special code.
Simply create a few hatcheries with many exits leading to various locations
in the zone, but no exits leading back to the hatcheries.  This also delays
the "repop", since the NPCs take their time in wandering out.

Plus you can have a lot of fun writing silly descriptions for the hatcheries,
since you're the only one that will ever see them.

Adam





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