Re: Adding Mob Action Bitvectors
Date: 04/04/96

In a message dated 96-04-04 15:06:30 EST, you write:

Actually, with a little creative coding, you could still use "standard" mob
files. When you modify the code to read in the new bitvectors from the .mob
file, you can have it check for something BEFORE the new bitvertors, like a
~. If it doesn't see a ~, meaning there is no new bitvectors for this mob, it
would ignore and go to the next thing it normally reads in.

- Brian

>You'll most likely have to add another field for the mobs. I added 
>mob_antiflags, which handle aggressive to race/class/alignment/sex as 
>well as the nobash/noblind/etc. if you have an OLC installed you just 
>have to add the fields in the code, add the saving routines to save it to 
>an extra spot probably in the same line as the action bitvector but the 
>next field and just write a function to load all of your mobs, and save 
>them with the new mobfile format. then after they are all saved, shutdown 
>the mud edit the loading part (i think its in db.c parse_mobile()) and 
>change that to reflect your changes to the mobfile format. If you dont 
>have an OLC you'll have to manually go through and add a 0 to that line 
>of the mobfiles. 
>the one big drawback is that now other circle zones that you might add 
>(pick-up from somewhere else) will be incompatible. you'll have to change 
>those as well
>On Thu, 4 Apr 1996, Fionn Colvin wrote:
>> Hi all,
>>        In the Mud that I am writing I have 15 classes and 15 races. What 
>> I would like to do is add some more Action Bitvectors for mobs so I can 
>> have an aggressive one for each class and race, eg
>> However, since the action bitvectors are assigned with letters, and at 
>> current NOBLIND is already "r" how ca I add another 30? Has anyone else 
>> added heaps for Action Bitvectors? If so how did you do it?

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