1997Q2/
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<H1>Re: [MUD-Dev]	Re: Combat</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]	Re: Combat</LI>
<LI><em>From</em>: <A HREF="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</A> (Chris Gray)</LI>
<LI><em>Date</em>: Tue, 29 Apr 97 08:02:57 MST</LI>
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<PRE>
[Jon L:]
:I would venture to guess that if your NPCs make their attacks regular time
:frames of duration X and your PCs attacks/commands are processed at a
:regular rate of Y(orX) duration you do indeed have rounds.

NPC's attack cycle is usually random, based on their 'speed' stat. Some
are down to a couple of seconds. Players can attack as often as they can
ram the commands through. However, on every player attack, the NPC has
a swing too (unless it just got killed). Which hit connects first depends
(with randomness) on the two speed attributes. Not a lot of planning went
into the system, but it seems to work not bad. Does this count as 'rounds'?

I think I would handle combat-fatigue and busy-ness (if I ever put it in!)
as a simple time-interval computation from the last "hard" command executed.

--
Chris Gray   cg#ami-cg,GraySage.Edmonton.AB.CA

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00303" HREF="msg00303.html">Re: Multi-threaded mudding (was a flamefest)</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 02 May 1997, 03:35 GMT
<LI><strong><A NAME="00302" HREF="msg00302.html">parsing</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 01 May 1997, 12:56 GMT
<LI><strong><A NAME="00298" HREF="msg00298.html">Re: (fwd) Re: Death in Muds -(also Birth, Imprisonment, Aging, and skill development)</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Wed 30 Apr 1997, 09:39 GMT
<LI><strong><A NAME="00294" HREF="msg00294.html">Re: [MUD-Dev] Re: Combat</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Wed 30 Apr 1997, 02:19 GMT
<LI><strong><A NAME="00283" HREF="msg00283.html">Re: [MUD-Dev]	Re: Combat</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 29 Apr 1997, 21:49 GMT
<LI><strong><A NAME="00284" HREF="msg00284.html">Re: [MUD-Dev]	Magnetic Scrolls' magical parser</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 29 Apr 1997, 21:43 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00301" HREF="msg00301.html">Re: [MUD-Dev]	Magnetic Scrolls' magical parser</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 30 Apr 1997, 13:02 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00285" HREF="msg00285.html">Re: [MUD-Dev] Re: Verb binding</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 29 Apr 1997, 21:43 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00528" HREF="msg00528.html">Re: [MUD-Dev] Re: Verb binding</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sun 18 May 1997, 00:12 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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