ID:4349
Oct 4 2005, 9:40 am
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In the interest of Maeva's immersiveness, I rewrote portions of the law enforcement and bandit scripts. Guards, when confronting a criminal, now demand for you to stop and sheath your weapons. Running away, initiating combat, or keeping your weapons drawn is taken as disobedience, and you're attacked, rather than just fined or imprisoned. Bandits will do about the same, though instead of punishing you for a crime, they commit one, and demand you hand over enough goods to satiate their greed. Currently, all they accept is currency (gold, silver, copper, etc.), but this will obviously be extended into weaponry, equipment, gems, and other things bandits might be interested in. Likewise, you'll be able to give things to other mobs as well to shift your reputation with them. Hungry mobs will want food, librarians will be interested in rare books, that sort of thing. Additionally, this sort of "on-the-spot" reputation modification will be applied to things like mounts. NPCs created with mounts will have a local reputation bonus with them, so other mobs won't necessarily be able to mount them without swaying their oppinion first. I also need to do work on training mobs as mounts to be able to be controlled once mounted. Training will also extend to giving follow, wait, attack, and special ability commands. You won't have to pay pets, but you will have to keep them happy. A hunk of meat every day costs less than a henchmans wages, but a dog doesn't immediately understand everything you want him to do.
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Oct 4 2005, 10:17 am
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If I train my henchman really well, can I mount him and tell him what to do?
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However silly it may sound, the answer to your question would be yes, piratehead. Though you'd probably have to be a halfling, or have an ogre henchman, AND you'd have to have enough ranks in the ride skill. Maeva is... extremely open-ended about a lot of things like that.
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So you can have roving bands of librarians accosting players? "Your textbooks or your life!" This game sounds more awesome by the day!
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Haha, yeah. I haven't actually put in anything to determine what a mob looks for yet, but once I do, yes I could easily combine the two to make something like that as well.
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Well, I'm glad that you put that much energy into having a fully-featured game.
By the way, LostRealm's NPC interaction is largely very simple. It's better than most on BYOND and it's entertaining, but from what I've seen it could use improvement. Just as a general question, DerDragon, would you tell me how you approach the problem of NPC interaction? I wonder how similar your approach is to mine. |
I use a lot of timed input boxes. There was something in the Bwicki about "timed alert boxes", but the same thing works for input as well! I handle almost everything in Maeva through datums in a mindstats list and a bodystats list. These lists are then combined with a stats() proc, as well as with things such as spell effects or enchanted equipment. I like timed input boxes because it accounts for how something would behave if they asked you a question and you just sit there for an hour without answering them. As much as I can, I try to avoid input boxes altogether. Because I'm using datums, I can define my own variables to be used in the "scripts". For guards and bandits, I have a variable store the mob they're confronting, and then test their position, actions, etc. from within the "script". Interaction datums are either executed for "interacting" with a mob, or because of some condition. (guards confront you if you're wanted for crime, bandits confront you if you're carrying something valuable) I usually define a default value for input boxes, and if the one presented with the input box is not a client, I usually generate how they would respond based on who and what they are ahead of time. (mobs will accept give offers if it's things they want, but refuse anything else, friendly mobs will allow you to equip them with items like putting a saddle on your horse, but you can't run up to your enemy and stick a silly hat on him, unless you know him out or disable him someway ;) )
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