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Monstrous races and hostile mobiles

Posted: Fri Nov 16, 2007 6:13 am
by Glim
Hello,

Ive been thinking, and since we have so many monstrous races, I think it would be nice to have some kind of check for mobs set to hostile. This check would first check to see if the PC was of the same race as them, then if they were, they would not be hostile.

An example: a goblin would be able to enter Howling Peaks and be treated as a comrade. This would allow, I think for a bit more interesting playing of the monstrous races.

Also, adversly and it could be completely seperate, even normally friendly mobs might have a special racial enemy check on them. Those normally friendly mobs would then be hostile against that race.

Example: an orc enters a dwarven stronghold. The mobs that would normally just stand there and act the same would attack that race on sight.

I am not sure if this would be feasable to code, but I think that at most it would have to be hard code.

Feedback is always welcome,

Posted: Fri Nov 16, 2007 7:48 am
by Orplar
Sounds like a great idea to me, just falls to "is it doable wth code" file i think.

Posted: Fri Nov 16, 2007 8:45 am
by Sairaven
I'd like to throw my hat in for this one! I like this idea!

Posted: Fri Nov 16, 2007 5:33 pm
by Jaenoic
Can humans be tiefling's racial enemy? :twisted:

Posted: Fri Nov 16, 2007 6:45 pm
by Nysan
Always wondered if a goblin couldn't buy food from the goblin cook in the peaks...

Posted: Mon Nov 19, 2007 12:20 am
by Raona
Anyone out there able to say for certain whether this would be an area code or hard code issue?

Are there any possible pitfalls here, situations where this would break a quest or produce an unrealistic situation?

I'm pursuing this because there seems to be a lot of support for this idea - thanks for speaking up, those who did.

Posted: Mon Nov 19, 2007 12:36 am
by Aegir
Before I comment, I should note that my knowledge on this subject may not be 100% accurate. I'm not certain this is how the MUDs code works, but I'm familiar enough to make a semi-educated guess. With that disclaimer out of the way...

Whats being described here could be done with mobprogs, but using that to make a MUD-wide change would be a massive undertaking. I believe that since most races used in the game have hard-coded specs (builders need only set something to RACE_GOBLIN for it to have goblin specs, for example), this could be added to the race code: check PC for like race, and if like, X occurs.

The problem with this is, it means that all mobs of standard races out there would trigger and not be aggro against their PC counterparts, which would I'm sure create some odd quirks in many areas. It may be that a simple fix for this would be to leave this bit of code off the standard PC races (human, elf, halfelf, etc), but I suspect making a change like this so that it only affects certain races (or at least, leaves certain races out), would complicate the process a bit.