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Re: CF: Re: Monster AI for version 1.0 CF
> The most obvious thing that needs to be done (IMHO) is to prevent
> monsters from casting useless spells such as "marking rune", "detect magic"
> etc. just because they happen to have a spellbook of foo. In addition,
> it might be a good idea to try to make monsters act as a "team" ---
> currently it seems monsters don't cooperate at all.
Well, one possiblity here is to switch over the spells to
become objects. In this way, we can elegantly flag the spell
objects for the monster AI to decide on how it is to be used.
A big advantage of this is we have prevented from having a messy
look-up table of spells that has to be maintained and updated in
the code.
Perhaps this is a worthy "global" goal?--establish the "base"
behavior/actions of the monster given whatever the properties of the
objects the monster owns (eg skills, spells, weapons, armour).
We then modify behavior of the monster based on flags on the monster
itself (eg. poisoned, bleeding, confused, peaceful,etc..), the enemy of
the monter ("hes wearing an amulet of magic immunity!, better forget
spells and use my big club") and, of course, the monster intellegence
and level.
-b.t.
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