Wow. The idea of having a object pulses within the code is awesome. What might be formed within the game is an 'object-act' structure which would hold any interactions between the object and a player or NPC, somewhat like the mob-act routines available. Circle would scan through these structures for the object-acts every pulse. Since the object-acts are memory-based, it would be plenty quick enough to have a few intelligent objects within the game. This could also solve a problem I've been having. The Pet Store within my game here, for some reason, sells animals for free. I've been looking through the code, the shop files, the mob files, object files, and so forth, for something to determine how much the mobs sell for, or any sort of Pet Shop operations. I haven't had any luck. If I could implement object-acts, I could define the kitten, puppy, etc. as objects and set up object acts for them. That way I can set their values and they can still be ordered to do things.
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