Update [Aug 22 07] - Monster AI enhancements
Posted: Wed Aug 22, 2007 8:20 pm
* Did major changes to notoriety system. Basically wrote some functions from scratch for use in various area attacks such as spells and special abilities. Most area spells and abilities have been recoded to use this new and enhanced system. This system allows to use the same version of a special area attack on mobs and players. So for the necro AI, no need for two versions of the wither spell, for example. This is more back end stuff that means more from a dev point of view, as it will make indirect target damage management way easier to deal with.
*Lot of area spells have been added to the monster AI, including fields like fire/paralyze/poison field. Wild fire has also been added. Area spells like chain lightning, meteor swarm and earth quake will also be casted by mobs with high enough magery. Please report any issues such as a mob not hitting a target it should, or vise versa. Ex: a tamed dragon casting chain lightning should only hit untame mobs or red/criminal players (only in fel for players) but if its non tame it should not hit other mobs. Stuff like that.
*Did lot of monster tweaks
*Holy squirrels can now spawn with spellweaving, but have only 700 skill cap. You can go 7x GM or pick and choose skill points to be higher (ex: 120 weave but lower mage).
*Players and creatures no longer gain poisoning skill by using poison spell and other methods if they are below 25. At that skill level one must use the traditional gaining method (applying nox to weapons, or buying from npc). This is to prevent pets from gaining in poisoning from casting poison spell. Current pets that already have poisoning skill will have it put to 0 if its above 25, this is a manual process so may not be done right away. This was an issue with the new poisoning which was overlooked.
*Pets now stop obeying to "kill" and "guard" if the tamer is out of sight or invisible. They may still attack their target in defense, but they are more prone to wander and may fail to guard.
Archived topic from AOV, old topic ID:1159, old post ID:7468
*Lot of area spells have been added to the monster AI, including fields like fire/paralyze/poison field. Wild fire has also been added. Area spells like chain lightning, meteor swarm and earth quake will also be casted by mobs with high enough magery. Please report any issues such as a mob not hitting a target it should, or vise versa. Ex: a tamed dragon casting chain lightning should only hit untame mobs or red/criminal players (only in fel for players) but if its non tame it should not hit other mobs. Stuff like that.
*Did lot of monster tweaks
*Holy squirrels can now spawn with spellweaving, but have only 700 skill cap. You can go 7x GM or pick and choose skill points to be higher (ex: 120 weave but lower mage).
*Players and creatures no longer gain poisoning skill by using poison spell and other methods if they are below 25. At that skill level one must use the traditional gaining method (applying nox to weapons, or buying from npc). This is to prevent pets from gaining in poisoning from casting poison spell. Current pets that already have poisoning skill will have it put to 0 if its above 25, this is a manual process so may not be done right away. This was an issue with the new poisoning which was overlooked.
*Pets now stop obeying to "kill" and "guard" if the tamer is out of sight or invisible. They may still attack their target in defense, but they are more prone to wander and may fail to guard.
Archived topic from AOV, old topic ID:1159, old post ID:7468