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Re: [MUD-Dev] New topic: AI and NPCs
On 29/08/97 at 06:37 PM, "Jon A. Lambert" <jlsysinc#ix,netcom.com>
said:
>Yes. I include a repost from rgma last year.
...
>--cut--
>From: "Jon A. Lambert"
>Subject: Re: Talking Mobs (was Re: Realistic MUDs: Mob behavior)
>newsgroups: rec.games.mud.diku,rec.games.mud.admin,rec.games.mud.lp
>Chris Lawrence (Contra) wrote in article
...
>> Instead I use object inheritance and what I
>> call Combat Packages to dynamically spiff up mobile's combat
>> capabilities at runtime. I expect it to be rather nasty when a mobile
>> just happens to grab a new (comparitively very high level) combat
>> package in the middle of a fight.
>>
>I'd be interested in hearing your ideas on these "combat packages".
>Is this a script-type language that you are working on or more
>similar to the hardcoded MOB special procedures?
...
>--end cut--
If there is interest I will re-describe my Combat Package and Combat
Script architecture. Essentially it allows for combat intelligence to
be rendered as a component which can be traded among characters, and
which in turn generates suggested tactics during combat.
--
J C Lawrence Internet: claw#null,net
----------(*) Internet: coder#ibm,net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
- Thread context:
- Re: [MUD-Dev] New topic: AI and NPCs, (continued)
- Re: [MUD-Dev] New topic: AI and NPCs,
Alex Oren alexo#bigfoot,com, Thu 28 Aug 1997, 12:42 GMT
- Re: [MUD-Dev] New topic: AI and NPCs,
Jon A. Lambert jlsysinc#ix,netcom.com, Sat 30 Aug 1997, 01:36 GMT
- Re: [MUD-Dev] New topic: AI and NPCs,
coder coder#ibm,net, Sun 31 Aug 1997, 16:33 GMT
- Re: [MUD-Dev] Re: Character evolution,
coder coder#ibm,net, Sun 31 Aug 1997, 06:06 GMT
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