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<H1>Re: [MUD-Dev]  New topic: AI and NPCs</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]  New topic: AI and NPCs</LI>
<LI><em>From</em>: <A HREF="mailto:coder#ibm,net">coder#ibm,net</A></LI>
<LI><em>Date</em>: Mon, 01 Sep 97 10:49:29 -0700</LI>
<LI><em>Reply-to</em>: <A HREF="mailto:coder#ibm,net">coder#ibm,net</A></LI>
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<PRE>

On 29/08/97 at 06:37 PM, "Jon A. Lambert" &lt;jlsysinc#ix,netcom.com&gt;
said:

&gt;Yes.  I include a repost from rgma last year.  
...
&gt;--cut--
&gt;From: "Jon A. Lambert" 
&gt;Subject: Re: Talking Mobs (was Re: Realistic MUDs: Mob behavior)
&gt;newsgroups: rec.games.mud.diku,rec.games.mud.admin,rec.games.mud.lp

&gt;Chris Lawrence (Contra)  wrote in article
...
&gt;&gt; Instead I use object inheritance and what I
&gt;&gt; call Combat Packages to dynamically spiff up mobile's combat
&gt;&gt; capabilities at runtime.  I expect it to be rather nasty when a mobile
&gt;&gt; just happens to grab a new (comparitively very high level) combat
&gt;&gt; package in the middle of a fight.
&gt;&gt; 

&gt;I'd be interested in hearing your ideas on these "combat packages".
&gt;Is this a script-type language that you are working on or more
&gt;similar to the hardcoded MOB special procedures?
...
&gt;--end cut--

If there is interest I will re-describe my Combat Package and Combat
Script architecture.  Essentially it allows for combat intelligence to
be rendered as a component which can be traded among characters, and
which in turn generates suggested tactics during combat.

-- 
J C Lawrence                               Internet: claw#null,net
----------(*)                              Internet: coder#ibm,net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...


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<li><strong><A NAME="01112" HREF="msg01112.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></strong>
<ul compact><li><em>From:</em> clawrenc#cup,hp.com</li></ul>
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<ul><li>Thread context:
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<LI><STRONG>Re: [MUD-Dev]  New topic: AI and NPCs</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="01164" HREF="msg01164.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Mon 08 Sep 1997, 18:08 GMT
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<LI><strong><A NAME="00802" HREF="msg00802.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></strong>, 
Alex Oren <a href="mailto:alexo#bigfoot,com">alexo#bigfoot,com</a>, Thu 28 Aug 1997, 12:42 GMT
<UL>
<LI><strong><A NAME="00818" HREF="msg00818.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Thu 28 Aug 1997, 23:31 GMT
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</UL>
</LI>
<LI><strong><A NAME="00850" HREF="msg00850.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sat 30 Aug 1997, 01:36 GMT
<UL>
<LI><strong><A NAME="00954" HREF="msg00954.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Mon 01 Sep 1997, 17:53 GMT
<UL>
<LI><strong><A NAME="01112" HREF="msg01112.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 05 Sep 1997, 21:48 GMT
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<LI><strong><A NAME="00885" HREF="msg00885.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sun 31 Aug 1997, 16:33 GMT
<UL>
<LI><strong><A NAME="00906" HREF="msg00906.html">Re: [MUD-Dev]  New topic: AI and NPCs</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Sun 31 Aug 1997, 19:46 GMT
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</UL>
</LI>
</ul>
<LI><strong><A NAME="00872" HREF="msg00872.html">Re: [MUD-Dev]  Re: Character evolution</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sun 31 Aug 1997, 06:06 GMT
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