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Re: [Adonthell-general] NPC's and the perception of their surrounding


From: Andreas Dombrowsky
Subject: Re: [Adonthell-general] NPC's and the perception of their surrounding
Date: Sat, 16 Feb 2002 22:12:31 +0000

At 10:03 PM 2/16/2002, you wrote:

> To come back to the ownership, I have thought of a pretty cool scenario.
> Whenever the player picks something up that belongs to somebody else, we
> could check if that person is near, and if so change his schedule to the
> 'spot_thief' schedule.
>
> First he'd utter some remark, like "I would put that down if I was you,
> friend". The exact words would depend on the NPC's aggressiveness and
> alignment.
>
> If the player does not react, the NPC might call for the guard, or even
> attack himself. And here it is the same. If guards are near, their
> schedule might be changed to the 'catch_thief' one, with the player as
> argument. And they would go after him.

Hehe. Very cool. Very doable too. But in most cases, the player musn't
be able to escape with what he theft, or it may perturbate the NPC's
schedules. Like when he is said to drop what he took, he automatically
drop it. I'm not against freedom in the game, but we must be carefull it
stays stable whatever the player do. If for example he attacks an
innocent peasant, he should be pursued by all others people around until
death.

Further suggestion: Attach a timer to the "owner" flag. For some items (a craftsman's master piece, a family heirloom, a custom-created piece of work, etc.), that flag won't run out. For others (a healing potion), it runs out as soon as the program has checked whether the theft is noticed (one is like the other anyway). Also, NPCs are likely to react differently once someone bearing such an item meets them again. ("Hey, can you explain how you come by this sword? It was stolen from my shop...")

~Andreas Dombrowsky




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