quote: Original post by Vendayan
Ok, so the prince thinks that hiring an assasin is the easiest way OBVIOUSLY because he could be caught red handed right? What if he was trying to kill a hermit in the woods, which doesnt have that danger involved? Hiring an assasin might work but would the charater be capable of weighing the gain to the risk of having the assasin rat him out if he was caught by the king's 30 gaurds? And what if the guards were killed? wouldnt you then have to recalculate the danger value all over again for every possible choice an NPC could ever make?!
Well my plan is to have files that write out different goals (the actions involved, the pros/cons, what it will ultimately satisfy or do, etc)
Here's a little quote from one of my other recent posts
I am defining a "Goal" as a collection of simple actions such as
MOVE, ATTACK, BUY_ITEM, etc. Actions are hard-coded while goals are not and goals are just groups of those hard-coded actions. Also, a Goal has some kind of final thing that satisfies the goal and causes it to be finished.
Something that may satisfy a goal might be a certain person being killed, an item being taken, etc. I plan to have a big list of these.
GOAL murder
{
TARGET npc[random]
SATISFY dead[target]
NUMACTIONS 2
ACTION move
ACTION attack
}
These steps would be repeated til the satisfy attribute is fulfilled or until another goal takes higher priority.
I plan to make these more interesting later but this is the basic idea. Plus, goals can be put inside other goals as another step which should be pretty powerful.
This sort of thing combined with the items that you are talking about could be very interesting.
A CRPG in development...
Need help? Well, go FAQ yourself.
"Feel free to utilize Pouya's cliff." - Fel
Edited by - Nazrix on January 23, 2002 9:40:05 PM