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Re: [MUD-Dev] Re: Combat
[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
- Thread context:
- Re: Multi-threaded mudding (was a flamefest),
Jon A. Lambert jlsysinc#ix,netcom.com, Fri 02 May 1997, 03:35 GMT
- parsing,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Thu 01 May 1997, 12:56 GMT
- Re: (fwd) Re: Death in Muds -(also Birth, Imprisonment, Aging, and skill development),
coder coder#ibm,net, Wed 30 Apr 1997, 09:39 GMT
- Re: [MUD-Dev] Re: Combat,
Jon A. Lambert jlsysinc#ix,netcom.com, Wed 30 Apr 1997, 02:19 GMT
- Re: [MUD-Dev] Re: Combat,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 29 Apr 1997, 21:49 GMT
- Re: [MUD-Dev] Magnetic Scrolls' magical parser,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 29 Apr 1997, 21:43 GMT
- Re: [MUD-Dev] Re: Verb binding,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 29 Apr 1997, 21:43 GMT
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