<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Character evolution --> <!--X-From-R13: Qnyvona Fverfvnf Rnexybpx <pnyvonaNqnexybpx.pbz> --> <!--X-Date: Thu, 04 Sep 1997 15:16:34 +0000 --> <!--X-Message-Id: 340ED170.43EAD56D#darklock,com --> <!--X-Content-Type: text/plain --> <!--X-Reference: 9709041530.8eva@ami-cg.GraySage.Edmonton.AB.CA --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Character evolution</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:caliban#darklock,com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg01081.html">Previous</a> | <a href="msg01083.html">Next</a> ] Thread: [ <a href="msg01080.html">Previous</a> | <a href="msg01081.html">Next</a> ] Index: [ <A HREF="author.html#01082">Author</A> | <A HREF="#01082">Date</A> | <A HREF="thread.html#01082">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Character evolution</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI> <LI><em>Subject</em>: Re: [MUD-Dev] Character evolution</LI> <LI><em>From</em>: Caliban Tiresias Darklock <<A HREF="mailto:caliban#darklock,com">caliban#darklock,com</A>></LI> <LI><em>Date</em>: Thu, 04 Sep 1997 11:19:12 -0400</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> Chris Gray wrote: > > I've never been a read admin, but I've done lots of quest programming. > From that point of view, I would applaud the solution and fix the problem. > Actually, I might even deliberately leave a hole in the problem so that > others could do the same thing, perhaps with a bit more thought/planning. As opposed to a read/write admin? Hmmm, chmod bits on the admin levels.... mmmmm... ahem. Sorry. Something I've considered here and there is the possibility of hiring mobs to do things. When I play MUDs, I often find that I have all this money piling up, and nothing I can do with it; so I was thinking, why not allow people to pay some amount of money to a mob and give it a number of commands? I mean, if you're the medieval equivalent of a multi-billionaire, why should you have to do everything yourself? There would also, of course, be the obvious 'cheat' of hiring some low-power NPC to go do something which is trivial but tedious, and then when he returns with the appropriate task completed you could kill him and get your money back. The problem could be further aggravated by having some NPCs be untrustworthy; you hand them a bunch of money, and they immediately run off or attack you (depending on relative power levels) with the general thought of 'hey, that dork just gave me a pile of money -- I could [go get a beer | kill him and take the rest too]'. This is a good application of alignment, also, as a mob's alignment could affect its chances of taking each given action. Using the AD&D system, a 'good' player would be more likely to run off whereas an 'evil' creature would be more likely to attack. The 'law' and 'chaos' distinction could affect the creature's likelihood of actually going out to complete the assigned task. This is just a thought which I'm fleshing out as I go along, and it may have serious drawbacks. But I'm leaning toward something similar to what Ultima has generally done: an NPC has a certain series of motivations and a general routine which can be triggered by various things. This could be abstracted by a 'goal' field, which would contain a list of motivations and potential conditions, like if hungry if have_food then eat_food new_condition else get_food endif endif proc get_food if food_here then take food condition hungry else if in_town then go_tavern else wander condition hungry endif endif end proc (I know, it's awful BASICish. I'm trying to overcome my aversion to BASIC in order to get myself up to speed on VB programming in the near future, as my company has several nice positions in the programming trenches available, but they're all in VB and they have no need for C++ ATM.) I know mobprogs can handle some of this, but I'm looking for a way to make this elegant and efficient, which isn't easy. </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="01080" HREF="msg01080.html">Re: [MUD-Dev] Character evolution</A></STRONG> <UL><LI><EM>From:</EM> cg#ami-cg,GraySage.Edmonton.AB.CA (Chris Gray)</LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg01081.html">Re: [MUD-Dev] Character evolution</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg01083.html">OT: Attributions</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01080.html">Re: [MUD-Dev] Character evolution</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg01081.html">Re: [MUD-Dev] Character evolution</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#01082"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#01082"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Re: [MUD-Dev] Character evolution</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="00924" HREF="msg00924.html">Re: [MUD-Dev] Character evolution</A></strong>, Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Mon 01 Sep 1997, 00:31 GMT </LI> <LI><strong><A NAME="01063" HREF="msg01063.html">Re: [MUD-Dev] Character evolution</A></strong>, Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Thu 04 Sep 1997, 00:08 GMT <UL> <LI><strong><A NAME="01117" HREF="msg01117.html">Re: [MUD-Dev] Character evolution</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Sat 06 Sep 1997, 00:10 GMT </LI> </UL> </LI> <LI><strong><A NAME="01080" HREF="msg01080.html">Re: [MUD-Dev] Character evolution</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 04 Sep 1997, 14:38 GMT <UL> <LI><strong><A NAME="01082" HREF="msg01082.html">Re: [MUD-Dev] Character evolution</A></strong>, Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Thu 04 Sep 1997, 15:16 GMT </LI> </UL> </LI> <LI><strong><A NAME="01081" HREF="msg01081.html">Re: [MUD-Dev] Character evolution</A></strong>, Maddy <a href="mailto:maddy#fysh,org">maddy#fysh,org</a>, Thu 04 Sep 1997, 15:07 GMT </LI> <LI><strong><A NAME="01098" HREF="msg01098.html">[MUD-Dev] Character evolution</A></strong>, ##Make Nylander <a href="mailto:thenewt#use,usit.net">thenewt#use,usit.net</a>, Thu 04 Sep 1997, 21:41 GMT </LI> <LI><strong><A NAME="01153" HREF="msg01153.html">Re: [MUD-Dev] Character evolution</A></strong>, Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Mon 08 Sep 1997, 06:54 GMT </LI> <LI><strong><A NAME="01166" HREF="msg01166.html">Re: [MUD-Dev] Character evolution</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 09 Sep 1997, 06:01 GMT </LI> </ul> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>