My arguement is that !src.client is too rigid and makes all NPCs do the requested thing. Common example is Movement - you might not want a certain one to move without boxing them in.
When I use src.npc = 1, I can form what can do the requested thing and what can't. Once more using the example of Movement is Mob Shopkeepers - Set their NPC var to 0 and they won't move. Set it to 1 and they move. (Preferably using a Trailer?)
Can be used for attack systems as well, in this example of different variations...
Client = Avoid the players and attack the other NPCs, Or avoid the NPCs and attack the players.
NPC var = Client + Attack the NPCs but stay off the Shopkeepers/Important people/Players.
If you want a even more flexible Attack system, make another var based on Important NPCs. (I will call it SuperNPC)
So...
SuperNPC + NPC vars = Client + NPC var + Attack Players and NPCs, lay off the Important ones. ETC.
You get a lot more options using variables from what I see. Argue here.
ID:152627
![]() Apr 15 2006, 6:42 am
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No no, when I used a Attack system I meant the Quest/Shopkeeper/Important NPCs can't attack YOU.
Then you can make so you can't attack them using those variables... |
another thing you can do is group common behaviors by type. this way you can also control how certain functions affect the mob. for example:
if you don't want certain mobs (shopkeepers, townspeople, etc.) to be able to take damage, then you can change that damage function accordingly.