Re: LONG: Mob skills & Guildmasters

From: Skylar (skylar@ifconfig.intserv.com)
Date: 07/12/96


On Fri, 12 Jul 1996, Ryan A.J. Biggs wrote:

> Well Sammy, I am not just talking teachers, that's the problem.  I am 
> talking ANY mob to have a skill.  (Imagine The Guardian of Infinite Power 
> with DODGE and PARRY!)  The way I am re-writing the MUD is such that very 
> rarely will I have a mob that has a spec_proc that calls a spell 
> directly, more than likely, the mob will cast the spell (just like a 
> player) and have a chance to fail or succeed) just like a player.  This 
> will also allow for mobs to be a bit more creative, as they have full 
> access to player skills and spells.

*nod*  I too need all the mobs to have skills, though I hadnt really 
thought of it as a replacement for special procs, I wanted the mobs to 
act more like players... also, our combat system requires mobs to have
skills in offense, defense, and weapon profs, or they'd be helpless :)



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