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Re: Monster AI for version 1.0 CF (Was: Re: CF: Moving on to implement diseases)




The point of having a highly capable scripting language is to allow map
designers to create very interesting particular mosnters and not to
create complex scripts for common monsters.

Common monster's behaivor would still be improved by scripting since
then there could be many more monster behaivors.  Right now there are
only a few different ways a monster can act (ie marching pattern
and level of agressiveness).  The scripts for common monsters would
presumably be very simple and basically set the parameters of this
monster's behaivor.  The common monsters currently behave generally
pretty reasonable so that wouldn't change much.  

The highly capable monsters with lots of options would presumably get
more complex scripts in order to tune their behaivor.  This should have
minimal performance impact since there aren't like 100 Jessy's in a room.

Anyway, I think it is worth using a highly capable scripting language
if only to create interesting bartenders and such that make it possible
to make more interesting quest puzzles/challenges.  It should be noted
that monsters are just objects like items so presumably scripting for
monsters would easily be extended to allow scripting for altars and
special items.

								sdw
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