Open ocelot134269 opened 2 years ago
The dmMoblist() function for *mob command would have to reflect them too though.
That could be cool for something like an ooze or a giant spider monster spawning smaller spiders or something.
Wouldn't work like that. It'd just be a container for mobs that would spawn. What you're talking about could be done with hooks I think. Like if you kill a mob, others spawn from it.
I haven't used hooks, but that would be cool.
Yeah i have to figure them out still.
This would work similarly to how we set up a random item-containing object like "Tokoki Peak trash items", and put that on all the mobs, and the "trash items" we come up with are put inside that object, and the mobs drop them.
Only for mobs instead.
Oh, perming a list of random mobs. So, if the timer was set to say, 20 minutes, it would stay on the existing mob until it was killed or reset by the game, right? So you'd want players checking in and killing it so it resets for the preferential one?
It'd make it so you could have like3 diff perms that might show up someplace... u make the random perm mob, and put those 3 perms inside it. Every 20 minutes one of them will show up, randomly picked, staying until killed and the timer resets.
Right now to do that, I think we have to use moving exits and multiple rooms to simulate it.
Finn did it on the Ironclad
It could be interesting to have a list of perms that could spawn and guard an exit, maybe like using the 6 elemental forms of damage. Then have three appear. So players would want to face maybe three water or ice casters, rather than three hasted lightning or fire casters. So it would change the difficulty of the room, and change how players prepared to face them based on their own skills and equipment. Maybe Mithas would be more challenged if one or more of the resist slash/pierce showed up.
I'd use it more for the non-perms though. Like if you have an area divided into three different sections...say an entrance, a temple, and a cellar. You could make a "random entrance mob", a "random temple mob", and a "random cellar mob"...each with distinct mobs that could spawn in those areas as you define inside the random mob.
And yes it could add that kind of flexibility.
+1 procedural generation on mobs and items. There's at least 2 other mordor muds that do this, and it opens all kinds of possibilities for other features
I realized a great use for a random mob container last night.
I’m planing out a Yuan-ti area (snake people) and I want to customize different small, low level snakes that each inflict an effect—poison, disease, blindness, silence, etc.
Using the yell command on yuan-ti, I could randomize these assisting snakes using a random mob container, so you have no idea what kind of snakes might show up, and what combination of afflictions you’ll have to deal with. Obviously a couple poison snakes isn’t a bid deal, but if a blind and a silence show up, you could be in trouble.
"yell command" meaning the ability for mobs to yell for help and call in assisting mobs.
So that would require mobs to have already spawned? Is there a way to just summon mobs to assist? Or spawn mobs from the room list?
I seem to remember you saying the way we did stuff, we could have mobs inside of mobs. With this in mind, can we set mobs up similar to how random items work? So we could make a "random mob blah" and inside that mob would be listed X..n number of mobs that would spawn if that random mob spawned.
This would make it so we could set up something like "Blah random perm" in a room, and any number of different perms would spawn when the timeout is reached, rather than the same one all the time.
It also could make it so we could make one random mob or different ones containing various mobs we'd want to show up in any given part or parts of a place we are building.