Ah, I think I see what you mean. But you see, the most crucial turning points in a fight in that system happen when the script doesn't anticipate the MUD well enough. If the script was brought into the MUD itself an integrated, that would eliminate the imperfections that under normal circumstances make the difference between win or lose. I'm starting to realize what an odd relationship it is and how difficult it is to put into words though..
But the point is preciesely that clients work with imperfect information and as such make mistakes. The best scripter is going to be able to deduce the best amount of information from the MUD. There are actually player abilities (illusions) that can send fake input to an opposing player.
There are also many situations that aren't very practical to script, there are hidden effects that the player might want to react differently according to many, many variables - including their knowledge of the personality of their opponent.
I guess I'll give a better example then. There's an ability called 'shine' which once turned on, will do damage to the opponent every 10 seconds. It's an ability centered on the one using it and only works so long as the character is alive or until he/she turns it off.
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