I guess this is very different in different codebases. In Circle code, we use DG_scripts, which are a lot more versatile than mob_progs. (I know, because I have worked a lot with both).
DG_scripts aren't restricted to mobs, you can make both room and object scripts. So you don't even need the 'super mob', most of the events could be run by the room.
It would be a bit tricky, but not too hard to set it up in DG_scripts, but hard-coded is still better, because a complex script (or series of interacting scripts) like that might eat a bit too much memory.
Whether you decide to do it in scripts or code might also be dependant on how active your coder is, and how attentive he is to the ideas of builders.
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