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Archive::Database/World Building Archive area for General Discussion's posts that were moved here after an inactivity period of 90 days. |

03-07-2003, 10:22 PM
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Fire Beetle
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Join Date: Sep 2002
Posts: 0
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Some stuff being added next version
Wanted to give ya a heads up so can add it to the tools.
Also to note on the new AI, if a mob has <=75 int it'll arrgo if it's green, if it has <=100 int it'll assist when it's green.
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03-08-2003, 03:44 AM
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Demi-God
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Join Date: Jun 2002
Posts: 1,693
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Ummmmm, wow. Awesome, Quag!
__________________
It's never too late to be something great.
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03-08-2003, 05:17 AM
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Dragon
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Join Date: Jan 2002
Posts: 521
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Wow, the new spell AI looks VERY impressive - are you planning to add the spell lists for the other classes (shaman, druid, hybrid) before release?
This will be really handy for creating custom spell lists for things like gods and dragons, so they can use their special abilities (breath, dragon charm and fear, death touch etc) along with spells.
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03-08-2003, 11:17 AM
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Demi-God
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Join Date: Jan 2002
Posts: 1,175
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Quote:
-- alter table npc_types drop column usedspells;
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This will definitely break the admin tool, and if I add support for it now, it won't work with EQEmu 4.2. When the next version of EQEmu is put up, I'll have to come out with a tool for it then...
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03-08-2003, 11:25 AM
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Fire Beetle
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Join Date: Sep 2002
Posts: 0
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I kinda realized when I tried to do the necro list that I didnt know all the classes well enough to do their lists right. So I stopped where I was. Would be great if people could pick a class to do and email me the lists quagmire@eqemu.com. I'll include them in the next release.
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03-08-2003, 11:34 AM
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Fire Beetle
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Join Date: Sep 2002
Posts: 0
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Oh, more about the priority...
Some of the "type" catagories have some randomness, some dont.
Heals will always use the highest priority spell when the NPC decides to heal something, unless it doesnt have enough mana for it. That's the only case when it'll drop down to a lower heal spell.
Same with Buffs and Escape.
The rest however have some randomness in them. Although the higher priority is more likely to get cast because it gets checked first, the randomness isnt weighted on the priority.
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03-08-2003, 05:35 PM
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Fire Beetle
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Join Date: Sep 2002
Posts: 0
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Another thing to consider about the AI is that if you're at full mana, you have enough mana to cast any spell. This was a fix i think i remember going in on live when some very low intelegence lvl 9 troll shadowknight complained he couldnt cast some spells even at full mana because his total mana was less than the spell cost.
This is important because you can give spells to NPC warriors, and 0 current mana always = 0 max mana. Therefore they basically have infinate mana.
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03-08-2003, 05:56 PM
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Demi-God
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Join Date: Jan 2002
Posts: 1,175
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Quote:
-- Current possible values for the type field
-- SpellType_Nuke 1
-- SpellType_Heal 2
-- SpellType_Root 4
-- SpellType_Buff 8
-- SpellType_Escape 16
-- SpellType_Pet 32
-- SpellType_Lifetap 64
-- SpellType_Snare 128
-- SpellType_DOT 256
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What about debuffs, summoning, deathtouches, etc. I seem to remember mobs using these as well.
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03-08-2003, 08:24 PM
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Dragon
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Join Date: Jun 2002
Posts: 776
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summoning is assigned in special attacks. deathtouch would probably be considered a nuke, as it's actually a 20,000 dd.
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03-08-2003, 08:51 PM
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Discordant
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Join Date: Dec 2002
Posts: 354
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AoE DD 
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03-09-2003, 02:42 AM
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Sarnak
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Join Date: Sep 2002
Location: Montreal, QC
Posts: 47
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hmm Deathtouch
I think in the code that Death touch is Your HPs = - 100.. I think I saw that but I'm not sure.. correct me if I'm wrong
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