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Problems with mobprogs
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Alucard
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Joined: 28 Apr 2003
Posts: 28
Location: Canada, eh

PostPosted: Sat Oct 16, 2004 3:36 am    Post subject: Reply with quote

http://webhome.idirect.com/~helspawn/smaug/olc-programs.html

Under "Multiple Rand Programs"
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Nightblade
Mud Admin


Joined: 06 Apr 2003
Posts: 343
Location: Cuyahoga Falls, Ohio

PostPosted: Sat Oct 16, 2004 5:46 pm    Post subject: Reply with quote

Quote:
All mobs/objects/rooms with multiple programs of the same type at less than 100% on any of them will result in the following programs being restricted to basic probability rules.


Right see, here's where you went wrong. It's not talking about ifchecks. It appears to me that that is most definitely talking about having multiple rand PROGS (less than 100% chance of each) on the same mob/object/room.

>rand_prog 10
say whatever
//END OF PROG

>rand_prog 10
say whoopie
//END OF PROG

Those two would interact with each other. The first one having a 10% chance of happening, the second having a 9% chance. Has nothing to do with ifchecks.
Now I'm not saying it's not possible that this is carried over into ifchecks, that you'd have to experiment with, but I am saying that it never states that these rules apply to ifchecks.
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"Eye level for a kender is door-lock height for the same reason a chipmunk has extra cheek space."

"A kender will take anything that's not nailed down, and a kender with a good claw hammer will get those things too"
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Alucard
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Joined: 28 Apr 2003
Posts: 28
Location: Canada, eh

PostPosted: Sat Oct 16, 2004 6:15 pm    Post subject: Reply with quote

Yeah, I hear what you're saying, NB. That is how it works... if checks within a program are the same deal...

having a mob like this:

rand_prog 10
'whoopie

rand_prog 10
'yeehaw

greet_prog 100
'Hi


Is the same as having this:

greet_prog 100
'hi
if rand(10)
'whoopie
if rand(10)
'yeehaw
endif
endif


when you type "mpedit mob add rand 10" is along the same lines as "mpedit mob add ifrand 10"

Understand?
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Nightblade
Mud Admin


Joined: 06 Apr 2003
Posts: 343
Location: Cuyahoga Falls, Ohio

PostPosted: Sat Oct 16, 2004 6:53 pm    Post subject: Reply with quote

I understand very well thank you, but my issue was the fact that you directed me to an example which had no substantial evidence of this working, and I still stand by my opinion that it's a completely illogical construction.
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"Eye level for a kender is door-lock height for the same reason a chipmunk has extra cheek space."

"A kender will take anything that's not nailed down, and a kender with a good claw hammer will get those things too"
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Palermo



Joined: 07 Jun 2003
Posts: 87
Location: Conway, AR

PostPosted: Sat Oct 16, 2004 9:07 pm    Post subject: Reply with quote

After reading the notes from you two(night and alu) my brain is now a bowl of rice pudding. Thank you.
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Glaykor



Joined: 23 May 2003
Posts: 13
Location: Suring, WI USA

PostPosted: Wed Oct 27, 2004 10:15 pm    Post subject: Reply with quote

Confused After all this I realize I better just stick to room descriptions and get a pro to do the mobprogs for me...... Embarassed I'm just not that good yet
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Palermo



Joined: 07 Jun 2003
Posts: 87
Location: Conway, AR

PostPosted: Fri Oct 29, 2004 2:03 pm    Post subject: Reply with quote

Naw, Glay... progs aren't really that difficult.. I mean.. If _I_ could figure it out I'm sure you can.
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Gareth
Admin 2


Joined: 26 Mar 2003
Posts: 525

PostPosted: Wed Mar 23, 2005 1:41 pm    Post subject: Reply with quote

Another one to consider is: what if the mob was charmed? Could a player force it into a position where the prog became cheatable, either through dropping some piece of equipment, getting it off the floor (to avoid the 'gives you...' act_prog), or moving to another room?
If in doubt, make your mob immune to charm.
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