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Better global mob notoriety check [complete]

Posted: Sun Aug 19, 2007 3:19 pm
by Red Squirrel
I'm working on a function which can be used in conjunction with area spells, traps, and other items that will damage a non direct target. Normally this kind of stuff has to be hard coded and in general is very flaky and sometime hits a target you don't want. So I'm putting together an easy to use function in the mobile/creature/player classes to check this.

All this is trickyer then it sounds. For example, lets say a tamable pet can do area fireball, the valid targets are different when its tame, then when its untame, and when its tame, they're also different in fel and in tram. In fel it would hit criminals and reds, but in tram it would not. When untame, then it would hit any player, but not other mobs, unless the team is different.

In the end, this will speed up further development of anything involving indirect targets. At this point, I'll be able to make mobs cast more area spells without having to hard code a mob version. Things like fire fields and such will also work for mobs. Spellweaving mobs will be able to cast wildfire and such too, currently if I make them cast that, it hits other mobs, but not players.

It will probably be a few days until this is perfected, once it is I will start implimenting it on some spells to ensure it does not open up issues, then I'll apply it to mostly all area related damagers.

Also, I might make some stuff work a bit differently, like make area spells hit aggressors no matter what. So if you are dualing with a guild mate you will be able to use spells like earthquake and wither, for example.

Archived topic from AOV, old topic ID:1147, old post ID:7427

Better global mob notoriety check [complete]

Posted: Sun Aug 19, 2007 3:31 pm
by Death
Sounds good. I vote for testing the spellweaving spells on the changelings. This will work nicely in finalizing the uoml creatures who are missing their spellweaving abilities :).

Archived topic from AOV, old topic ID:1147, old post ID:7429

Better global mob notoriety check [complete]

Posted: Sun Aug 19, 2007 4:19 pm
by Red Squirrel
Yep since right now they only do essence of wind and thunderstorm and I had to make a mob version of those spells, with this new script I'll be able to make them use the regular spell, as well as stuff like wild fire. Think I may even add fire/nox field and EQ to mage AI as well. I'll have to modify all those spells so they use this new function so I'll have to test them all to make sure all is ok but as long as function is ok, shoudl be fine.

Running into issues due to bad programming, a mob's guild variable is named the same thing as the name of the type Guild so its causing a crap load of conflicts. Maybe have to rename that variable and fix all the scripts that refer to it.

Archived topic from AOV, old topic ID:1147, old post ID:7430

Better global mob notoriety check [complete]

Posted: Mon Aug 20, 2007 8:40 am
by Red Squirrel
Most spells and area abilities have been modified to use this new system on TC1 for those who want to check it out.

Archived topic from AOV, old topic ID:1147, old post ID:7436

Better global mob notoriety check [complete]

Posted: Wed Aug 22, 2007 2:45 pm
by Red Squirrel
Might be ready to deploy this system tonight! Will be fun. (the AI changes associated with this update are sick lol)

Archived topic from AOV, old topic ID:1147, old post ID:7461

Better global mob notoriety check [complete]

Posted: Wed Aug 22, 2007 3:22 pm
by Dumples
Actually, this is good stuff if it works out. These are the kind of things that balance out the quantity of arties and uber pets. I mean lich lords and various seemingly simple monsters have gotten tuff with the new AI. I was trying to fight a few Lich Lords at the same time with my WW and stuff and they were really fast with those blood oath, corpse skin combos and revnants to take out my WW and everything.

Archived topic from AOV, old topic ID:1147, old post ID:7463