Re: LONG: Mob skills & Guildmasters

From: Sammy (
Date: 07/12/96

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

> > Since you probably don't have many mobs meant to be teachers in 
> > comparison to cannon fodder mobs, shop keepers, etc, you could add a 
> > MOB_TEACHER flag, so only teacher mobs will need the extra memory.  All 
> > others can be assigned to the dummy_mob.  That's assuming that real 
> > skills take up more space than the dummy_mob (might wanna check this).  
> > You could also assign teacher mobs on the PC class system, as in:
> > 
> > ASSIGN_TEACHER(mob_vnum, SKILL_KICK, skill_level, skill_percentage);
> 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.

I've looked into the player_special and player_special_saved structs a 
bit and it looks like adding skills to mobs in this way would add about 
300-400 bytes to every mob prototype, depending on MAX_SKILLS.  I don't 
think that's too bad to have skills on every mob.


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