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Quests::Plugins & Mods Completed plugins for public use as well as modifications. |

04-19-2010, 01:37 PM
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Hill Giant
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Join Date: Jul 2009
Location: Indianapolis
Posts: 228
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So Trev, does this plugin work on any zone with mobs that already have designated paths? What about NPCs that are supposed to be static?
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04-19-2010, 05:21 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Quote:
Originally Posted by Shiny151
So Trev, does this plugin work on any zone with mobs that already have designated paths? What about NPCs that are supposed to be static?
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This plugin only works on NPCs you specifically set it on in the quest script for them as I mentioned in the first post with an example. So, if you don't want them to use random roaming, just don't add it to their quest file. That goes for non-roaming NPCs and NPCs with pathing that you don't want them to be moving other than what they may already be set for.
If you just try it out using the example I posted, it should be pretty easy to see what is going on and how to use it.
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07-17-2010, 05:07 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Here is my latest modifications to these path tools. The main change is that RandomRoam now allows for an optional Z variance setting as well as an optional LoS mob size setting.
Code:
#NOTE: These functions require the globals.pl file for use of the val() plugin
#Usage: plugin::RandomRoam(MaxXVariance, MaxYVariance, MaxZVariance, LoSMobSize);
# MaxXVariance - Sets the max X variance to travel
# MaxYVariance - Sets the max Y variance to travel
# MaxZVariance - Sets the max Z variance to travel. This field is optional and default is 15.
# LoSMobSize - Sets the size of the mob LoS check. This field is optional and default is 5.
# The LoS check basically looks from your NPC to an imaginary NPC of the LoSMobSize size to see if LoS exists
sub RandomRoam {
my $npc = plugin::val('$npc');
my $MaxXVariance = $_[0];
my $MaxYVariance = $_[1];
my $MaxZVariance = $_[2];
my $LoSMobSize = $_[3];
#Set the Max Z Variance to 15 if no 3rd argument is set
if(!$MaxZVariance){
$MaxZVariance = 15;
}
#Set the LoS Check Mob Size to 5 if no 4th argument is set
if(!$LoSMobSize){
$LoSMobSize = 5;
}
# Don't try to roam if already engaged in combat!
if ($npc->IsEngaged() != 1) {
#Get needed Locs
my $CurX = $npc->GetX();
my $CurY = $npc->GetY();
#my $CurZ = $npc->GetZ(); #Not currently required by this plugin
my $OrigX = $npc->GetSpawnPointX();
my $OrigY = $npc->GetSpawnPointY();
my $OrigZ = $npc->GetSpawnPointZ();
my $GuardX = $npc->GetGuardPointX();
my $GuardY = $npc->GetGuardPointY();
if ($CurX == $GuardX && $CurY == $GuardY) { #If the NPC has finished walking to the previous given Loc
#Get a random X and Y within the set range
my $RandomX = int(rand($MaxXVariance - 1)) + 1;
my $RandomY = int(rand($MaxYVariance - 1)) + 1;
my $PosX = $OrigX + $RandomX;
my $PosY = $OrigY + $RandomY;
my $NegX = $OrigX - $RandomX;
my $NegY = $OrigY - $RandomY;
my $NewX = quest::ChooseRandom($PosX, $NegX);
my $NewY = quest::ChooseRandom($PosY, $NegY);
#Check for LoS and Z issues before moving to the new Loc
my $NewZ = $npc->FindGroundZ($NewX,$NewY, 5) + 1; #Add 1 to the new Z to prevent hopping issue when they arrive
if ($NewZ > -999999 && $OrigZ > ($NewZ - $MaxZVariance + 1) && $OrigZ < ($NewZ + $MaxZVariance - 1)) {
my $LoS_Check = $npc->CheckLoSToLoc($NewX, $NewY, $NewZ, $LoSMobSize);
#Check LoS to the new random Loc
if ($LoS_Check) {
quest::moveto($NewX, $NewY, $NewZ, -1, 1);
}
}
}
}
}
#Usage: plugin::StraightPath(MaxXVariance, MaxYVariance);
sub StraightPath {
my $npc = plugin::val('$npc');
my $MaxXVariance = $_[0];
my $MaxYVariance = $_[1];
# Don't try to roam if already engaged in combat!
if ($npc->IsEngaged() != 1) {
#Get needed Locs
my $CurX = $npc->GetX();
my $CurY = $npc->GetY();
#my $CurZ = $npc->GetZ(); #Not currently required by this plugin
my $OrigX = $npc->GetSpawnPointX();
my $OrigY = $npc->GetSpawnPointY();
my $OrigZ = $npc->GetSpawnPointZ();
my $GuardX = $npc->GetGuardPointX();
my $GuardY = $npc->GetGuardPointY();
if ($CurX == $GuardX && $CurY == $GuardY) { #If the NPC has finished walking to the previous given Loc
#Get a random X and Y within the set range
my $RandomX = int(rand($MaxXVariance - 1)) + 1;
my $RandomY = int(rand($MaxYVariance - 1)) + 1;
my $PosX = $OrigX + $RandomX;
my $PosY = $OrigY + $RandomY;
my $NegX = $OrigX - $RandomX;
my $NegY = $OrigY - $RandomY;
my $NewX = quest::ChooseRandom($PosX, $NegX, $OrigX, $OrigX);
if ($NewX == $OrigX) { # If we are using the orignal X, then chose a random Y to go to
if ($CurX == $OrigX) { # If they are moving on the same Axis they are currently on
my $NewY = quest::ChooseRandom($PosY, $NegY);
#Check for LoS and Z issues before moving to the new Loc
my $NewZ = $npc->FindGroundZ($NewX, $NewY, 5) + 1; #Add 1 to the new Z to prevent hopping issue when they arrive
if ($NewZ > -999999 && $OrigZ > ($NewZ - 16) && $OrigZ < ($NewZ + 14)) {
if ($NewY > $OrigY) { # Checking which direction we are moving in
# Adjust the LoS Check to check further than how far we are traveling so we stay away from walls
my $LoS_Check = $npc->CheckLoSToLoc($NewX, $NewY + 2, $NewZ, 5);
#Check LoS to the new random Loc
if ($LoS_Check) {
quest::moveto($NewX, $NewY, $NewZ, -1, 1);
}
}
else {
# Adjust the LoS Check to check further than how far we are traveling so we stay away from walls
my $LoS_Check = $npc->CheckLoSToLoc($NewX, $NewY - 2, $NewZ, 5);
#Check LoS to the new random Loc
if ($LoS_Check) {
quest::moveto($NewX, $NewY, $NewZ, -1, 1);
}
}
}
}
else { # If not moving on the same Axis they are already on, just return them to their Spawn Point
quest::moveto($OrigX, $OrigY, $OrigZ, -1, 1);
}
}
else { # If we are not using the orignal X, then use the original Y instead
if ($CurY == $OrigY) { # If they are moving on the same Axis they are currently on
#Check for LoS and Z issues before moving to the new Loc
my $NewZ = $npc->FindGroundZ($NewX, $OrigY, 5) + 1; #Add 1 to the new Z to prevent hopping issue when they arrive
if ($NewZ > -999999 && $OrigZ > ($NewZ - 16) && $OrigZ < ($NewZ + 14)) {
if ($NewX > $OrigX) { # Checking which direction we are moving in
# Adjust the LoS Check to check further than how far we are traveling so we stay away from walls
my $LoS_Check = $npc->CheckLoSToLoc($NewX + 2, $OrigY, $NewZ, 5);
#Check LoS to the new random Loc
if ($LoS_Check) {
quest::moveto($NewX, $OrigY, $NewZ, -1, 1);
}
}
else {
# Adjust the LoS Check to check further than how far we are traveling so we stay away from walls
my $LoS_Check = $npc->CheckLoSToLoc($NewX - 2, $OrigY, $NewZ, 5);
#Check LoS to the new random Loc
if ($LoS_Check) {
quest::moveto($NewX, $OrigY, $NewZ, -1, 1);
}
}
}
}
else { # If not moving on the same Axis they are already on, just return them to their Spawn Point
quest::moveto($OrigX, $OrigY, $OrigZ, -1, 1);
}
}
}
}
}
#Usage: plugin::RandomSwim(MaxXVariance, MaxYVariance, WaterSurfaceZ);
sub RandomSwim {
my $npc = plugin::val('$npc');
my $MaxXVariance = $_[0];
my $MaxYVariance = $_[1];
my $WaterSurfaceZ = $_[2];
# Don't try to roam if already engaged in combat!
if ($npc->IsEngaged() != 1) {
#Get needed Locs
my $CurX = $npc->GetX();
my $CurY = $npc->GetY();
#my $CurZ = $npc->GetZ(); #Not currently required by this plugin
my $OrigX = $npc->GetSpawnPointX();
my $OrigY = $npc->GetSpawnPointY();
my $OrigZ = $npc->GetSpawnPointZ();
my $GuardX = $npc->GetGuardPointX();
my $GuardY = $npc->GetGuardPointY();
if ($CurX == $GuardX && $CurY == $GuardY) { #If the NPC has finished walking to the previous given Loc
#Get a random X and Y within the set range
my $RandomX = int(rand($MaxXVariance - 1)) + 1;
my $RandomY = int(rand($MaxYVariance - 1)) + 1;
my $PosX = $OrigX + $RandomX;
my $PosY = $OrigY + $RandomY;
my $NegX = $OrigX - $RandomX;
my $NegY = $OrigY - $RandomY;
my $NewX = quest::ChooseRandom($PosX, $NegX);
my $NewY = quest::ChooseRandom($PosY, $NegY);
#Check for LoS and Z issues before moving to the new Loc
my $NewZ = $npc->FindGroundZ($NewX,$NewY, 5) + 1; #Add 1 to the new Z to prevent hopping issue when they arrive
if ($NewZ > -999999 && $NewZ < $WaterSurfaceZ) {
my $SwimZ = plugin::RandomRange($NewZ, $WaterSurfaceZ);
my $LoS_Check = $npc->CheckLoSToLoc($NewX, $NewY, $SwimZ, 5);
#Check LoS to the new random Loc
if ($LoS_Check) {
#if($npc->GetFlyMode() != 1) {
# $npc->SetFlyMode(1);
#}
quest::moveto($NewX, $NewY, $SwimZ, -1, 1);
}
}
}
}
}
return 1; #This line is required at the end of every plugin file in order to use it
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07-26-2010, 06:59 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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I added a new plugin to the original post. It is CalcDestFromHeading and basically lets you calculate a destination X and Y based on a heading and distance. It is really nice for projectiles and also handy if you want to surround something with a circle of spawns or whatever.
Here is the description, but for the actual code, see the first post in this thread:
#Usage: my @DestArray = plugin::CalcDestFromHeading(Heading, Distance, [Mob, MaxZDiff]);
# This plugin calculates the destination X and Y loc based on heading and distance
# Heading is the heading you want to calculate destination X Y Z from
# Distance is the distance you want for the destination X and Y from the source
# Mob is an optional field to allow any mob to be set, but $npc is default
# MaxZDiff is the max height difference from the source mob's Z you want to calculate the destination from.
#
# The output array can be used as follows:
# my $DestX = $DestArray[0];
# my $DestY = $DestArray[1];
# my $DestZ = $DestArray[2];
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03-24-2012, 09:40 PM
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Dragon
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Join Date: Dec 2007
Posts: 658
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I copied the example quest given at the beginning of the thread directly, but I still cannot get the random roaming to work. I have the globals.pl and path_tools.pl in my plugins folder, and I've even tried renaming path_tools to randomroam and RandomRoam. I have my source code up to date and everything, so I'm really not sure why I cannot get this working. Anyone have any thoughts?
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