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<H1>Re: [MUD-Dev] Biosystems (was Fair/Unfair? Scenarios)</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Biosystems (was Fair/Unfair? Scenarios)</LI>
<LI><em>From</em>: "Philip Loguinov -- Draymoor" &lt;<A HREF="mailto:fibhufky#erols,com">fibhufky#erols,com</A>&gt;</LI>
<LI><em>Date</em>: Tue, 7 Dec 1999 21:09:10 -0500</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>


From: Richard Ross &lt;rross#rross,eurobell.co.uk&gt;

&gt;The basic idea (for me anyway) was to have creatures that only came out of
&gt;their lairs when they were hungry.  A griffin that only ate once a month
&gt;might seldom be seen out of it's lair (nest?), and when it is out (and
&gt;hungry) it attacks smaller creatures it encounters on the way, roams around
&gt;until it's full, then goes home.


The way mud is going to work when it's done is that there there will be a
 bunch of unused timers and counters on a mob (or anything else since
i'm using universal "objects")  that just sit there normally.. However, a
mob
can have a script on it to execute under certain conditions/time periods.
These scripts can manipulate (or get triggered) by the timers, and misc
data can be stored in them. What i'm getting at here is that, one such
timer could be used in a mob script. All mob behavior is controlled by
the scripts, so when the timer got low, the mob might start hunting.
When it reachs 0, the mob gets frantic and attacks anything it can eat,
or whatever. But it would all be controlled by the script. Upon killing
something, the mob might then reset the timer and return to it's lair.

This is just an example of how i'm doing it with my system. And yes, i'm
doing it ;)

&gt;On the same lines, how about having realistic player biosystems.  I've
&gt;played quite a few muds that either ignore food altogether (or just use it
&gt;to heal players *shudder*), or have irritating "You are hungry." messages
&gt;that don't mean anything (no game effect).

Or even worse, annoying hungry messages that just deal damage to you.
I'm trying to figure out a way to get past the annoying part of eating, and
getting a better way to effect hunger. But my best sollution for that is to
have full metabolistic functions parsed by the mud for all living creatures,
but that might get really messy really quickly.


-Philip Loguinov
"If you can't dazzle them with brilliance, baffle them with bullshit"


&gt;
&gt;Richard
&gt;
&gt;
&gt;
&gt;
&gt;_______________________________________________
&gt;MUD-Dev maillist  -  MUD-Dev#kanga,nu
&gt;<A  HREF="http://www.kanga.nu/lists/listinfo/mud-dev">http://www.kanga.nu/lists/listinfo/mud-dev</A>




_______________________________________________
MUD-Dev maillist  -  MUD-Dev#kanga,nu
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<li><strong><A NAME="00586" HREF="msg00586.html">Re: [MUD-Dev] Biosystems (was Fair/Unfair? Scenarios)</A></strong>
<ul compact><li><em>From:</em> Mik Clarke &lt;mikclrk@attglobal.net&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>RE: [MUD-Dev] Ideas for dynamic worlds</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00594" HREF="msg00594.html">RE: [MUD-Dev] Ideas for dynamic worlds</A></strong>, 
Chimera <a href="mailto:chimera@SoftHome.net">chimera@SoftHome.net</a>, Sat 11 Dec 1999, 19:01 GMT
<UL>
<LI><strong><A NAME="00597" HREF="msg00597.html">Re: [MUD-Dev] Ideas for dynamic worlds</A></strong>, 
Nolan Darilek <a href="mailto:nolan_d@bigfoot.com">nolan_d@bigfoot.com</a>, Sun 12 Dec 1999, 03:16 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00598" HREF="msg00598.html">RE: [MUD-Dev] Ideas for dynamic worlds</A></strong>, 
Joe Kingry <a href="mailto:jkingry@uwaterloo.ca">jkingry@uwaterloo.ca</a>, Sun 12 Dec 1999, 03:16 GMT
</LI>
<LI><strong><A NAME="00595" HREF="msg00595.html">RE: [MUD-Dev] Ideas for dynamic worlds</A></strong>, 
Ilya, Game Commandos <a href="mailto:Ilya@gamecommandos.com">Ilya@gamecommandos.com</a>, Sat 11 Dec 1999, 19:24 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00577" HREF="msg00577.html">Re: [MUD-Dev] Biosystems (was Fair/Unfair? Scenarios)</A></strong>, 
Philip Loguinov -- Draymoor <a href="mailto:fibhufky@erols.com">fibhufky@erols.com</a>, Fri 10 Dec 1999, 03:16 GMT
<UL>
<LI><strong><A NAME="00586" HREF="msg00586.html">Re: [MUD-Dev] Biosystems (was Fair/Unfair? Scenarios)</A></strong>, 
Mik Clarke <a href="mailto:mikclrk@attglobal.net">mikclrk@attglobal.net</a>, Fri 10 Dec 1999, 21:45 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00579" HREF="msg00579.html">Re: [MUD-Dev] Biosystems (was Fair/Unfair? Scenarios)</A></strong>, 
Dundee <a href="mailto:SkeptAck@antisocial.com">SkeptAck@antisocial.com</a>, Fri 10 Dec 1999, 16:28 GMT
<UL>
<LI><strong><A NAME="00583" HREF="msg00583.html">Re: [MUD-Dev] Biosystems (was Fair/Unfair? Scenarios)</A></strong>, 
Travis S. Casey <a href="mailto:efindel@io.com">efindel@io.com</a>, Fri 10 Dec 1999, 16:50 GMT
</LI>
<LI><strong><A NAME="00584" HREF="msg00584.html">Re: [MUD-Dev] Biosystems (was Fair/Unfair? Scenarios)</A></strong>, 
Douglas Couch <a href="mailto:dscouch@purdue.edu">dscouch@purdue.edu</a>, Fri 10 Dec 1999, 17:04 GMT
</LI>
</UL>
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</UL>
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</UL></BLOCKQUOTE>

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