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| RunUO Post Archive The Archvie |
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#1 (permalink) |
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Join Date: Jun 2003
Location: Third Rock from the sun ( Europe, Portugal )
Posts: 108
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Change Log ( 5th, June, 2004):
New version released. Version: 1.0.9 Beta 2 Changes:
Summary: Customised Paladin AI V1.0 Used for Paladin npcs. This AI enables you to create Paladin npcs, that cast Paladin spells while in combat. A good complement to any customised shard. To use this script you must have the following items: Server version: RunUO 1.0 RC0 Paladin Spellbook Warning: Works only on RunUO 1.0 RC0 For support email me at: elanon@terra.es Or post on this thread. Thanks to: RunUO Dev Team for their great work on the Distribution MageAI, that has been my base & inspiration for these series of scripts. Description: This Ai uses a more advanced system, than the previous ones I released. Most of the original AI from RunUO has been tweaked and reworked, introducing new variables for the calculation of the chances that a npc will use certain spells. This AI is more complex to use as it requires not so much items coded in your server, but rather a few specific code lines ( as shown on sample Paladin.cs ) that must allways be included in order for the code to work. As allways you will need to add to the npc's equipment the full paladin spell book that comes with the RunUO 1.0 RC0 distribution. How to do this is shown in the sample Paladin npc included in all packages. As a side note, take a moment to check the npc hue codes, as they may not match the ones intended in your shard. We all have our own hues files so the npc may look a bit wrong in color for you.A word of warning before you install the files: Each package carries the all the needed files for you to install the script. Read through the installation notes below to see how to install thosefiles ( which folders they go to ). Each package is for a type of user only, if you havent downloaded any of my previous AI scripts, download the standalone version, if you have downloaded the necromancer script only, then download the zip file for those who have installed that AI. If you are a fan ( j/k ) and have all my previous scripts, then download the lats package which comes prepared to support all 3 AI's instantly. Note that all the files included are from the original BASE distribution, so if you have modified any of these files on your shard, just look for the lines you have tp modify as stated on the install instructions in this post, and in the ReadMe file on the downloads. Enjoy ![]() Installation Instructions: To install proceed as follows: On the file BaseAI.cs: Under line 26, insert the following: AI_Paladin Under line 250, insert the following: SkillName.Chivalry On BaseCreature.cs: Under line 1616, insert the following: /////////////////PALADINAI////////////// case AIType.AI_Paladin: m_AI = new PaladinAI(this); break; /////////////////PALADINAI////////////// Final steps: After this is done, put the PaladinAI.cs file into your folder: Scripts/Engines/AI/AI Start your server after installing, normally. More info on use: To use on npcs, declare the AI normally like for any other AI, with the following nuances: public NpcName() : base( AIType.AI_Paladin, FightMode.Evil, 10, 1, 0.2, 0.4 ) Note that its is best to use the Fightmode.Evil so paladin npcs attack evil creatures ( negative karma ). if you dont want to attack those evil creatures above all others while in combat, simply modify the fight mode to: public NpcName() : base( AIType.AI_Paladin, FightMode.Closest, 10, 1, 0.2, 0.4 ) Find my other scripts here: Custom Necromancer AI v 1.0 - RunUO 1.0 RC0 Custom NecroMage AI v1.0 - RunUO 1.0 RC0 Enjoy ![]() |
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#2 (permalink) |
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Join Date: Jun 2003
Location: Third Rock from the sun ( Europe, Portugal )
Posts: 108
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Forgot to post these:
Features:
Npc Install Directory: Scripts/Custom/Npc Enjoy ![]() |
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#4 (permalink) | ||
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Join Date: Jun 2003
Location: Third Rock from the sun ( Europe, Portugal )
Posts: 108
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Quote:
I'm so very glad you liked it ![]() Quote:
I believe the skill are scripted so-to-speak with regard as to who will use them, and as the base distro doesnt have these AI's it may well be that the reason for having to use this to make it work, is because they where originally intended as player only skills, not really mobile oriented. Thats about the only thing I can think of, that would justify the behaviour. Ill be rumaging into skills soon, so I'll let you know what I find, unless Ryan or anyone from Dev could clarify this?. |
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#6 (permalink) | |
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Join Date: Jun 2003
Location: Third Rock from the sun ( Europe, Portugal )
Posts: 108
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Quote:
Glad u like em ![]() Obrigado Cara!!! E optimo que voces gostem dos meus scripts ![]() |
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#12 (permalink) | |
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Join Date: Jun 2003
Location: Third Rock from the sun ( Europe, Portugal )
Posts: 108
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Quote:
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#13 (permalink) | |
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Greatwizard
Join Date: Mar 2004
Location: orange county, CA
Age: 27
Posts: 1,111
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Quote:
yea, you know whats funny tho.. my life is NOTHING like that show.
__________________
-deadened with the helium of converses! |
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#14 (permalink) |
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Join Date: Jun 2003
Location: Third Rock from the sun ( Europe, Portugal )
Posts: 108
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Updated the AI as per some requests, all packages should be downloaded again, as all have been changed in the AI script, as well as Readme.txt.
See main post for Change Log. Thnxs for the 132 previous downloads It was quite a suprise you all liked it so much Enjoy the new version ![]() |
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#15 (permalink) | |
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hmm,... I have to save the NPC's under this path or can I use the path ...\Custom\New\mobiles\npc? |
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#16 (permalink) | |
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Greatwizard
Join Date: Mar 2004
Location: orange county, CA
Age: 27
Posts: 1,111
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Quote:
__________________
-deadened with the helium of converses! |
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#17 (permalink) | |
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Join Date: Jun 2003
Location: Third Rock from the sun ( Europe, Portugal )
Posts: 108
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Quote:
![]() The path I posted for the Npcs is a mere indication of where you should place the Paladin.cs script, but its quite alright to place it anywhere you want ![]() |
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#19 (permalink) | |
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Join Date: Jun 2003
Location: Third Rock from the sun ( Europe, Portugal )
Posts: 108
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At any rate, try the following: On your paladin npc script in tha AI line change the following: PHP Code:
PHP Code:
Other than that.. I cant really figure out why they would do that, as that is not something written in the AI code. |
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#20 (permalink) |
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Join Date: Jun 2003
Age: 31
Posts: 181
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It should, but doesn't. Fight Mode Evil only attacks evil players (neg karma) If you want them to attack monsters too you need to change their team when spawning (easiest way)
__________________
The original Lord of the Rings Shard -Coming back soon!- (After I get back from Iraq) Admin Tremerelord-Shard Loremaster-Steward of Gondor |
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#21 (permalink) | |
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Join Date: Jun 2003
Location: Third Rock from the sun ( Europe, Portugal )
Posts: 108
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Quote:
At any rate, Paladins shouldnt attack other npcs, as per usual method, no npc attacks others unless its a pet you have tamed and you have ( as well as the pet ) negative karma or have ordered your pet to attack them, in which case they will atack both owner and pet. Thats writen in the BaseAI code of RunUO 1.0 RC0. |
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#23 (permalink) |
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Hi all,
I've found a little problem and can't solve it by myself. Maybe someone has an idea. I use the Paladin that this packet contains. When I place him in a town and a player with neg. karma / fame comes near, the paladin wants to attack. Just in this moment a §&*!( - townsman calls the guards and the paladin is guardwacket. Sounds funny. But I want that paladin as a special knight, that saves the town and like the good old trinsic paladins which killed every evil siner on sight.Can someone please help me here? |
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#24 (permalink) | |
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Join Date: Jun 2003
Location: Third Rock from the sun ( Europe, Portugal )
Posts: 108
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Quote:
The only other possible choice would be like some have pointed out already on the thread, to make the paladin the same team as the guards, although Im not sure this would work, since a guarded town means players are safe from other players and npcs, be they pets or otherwise, who could attack them. You might need to do something with regions to enable that paladins work the good ole way they did in trinsic, which after some thought seems like the best idea really. Outside town, and even in some spots inside town, or even in the whole town, you may place some guard posts with one or two paladins in it, with fightmode.evil in the ai mode, so anyone entering town by land or sea has to pass through those posts, that combined with the regions-inabox script ( I use it myself in this same way ) might enable you to create pass through zones, where the spawned paladins can act as you intend, attacking evil npcs and players alike. I havent tried to do this yet - but I think you can even diasble calling of guards through that script, which would prevent that which you are saying from happening. At any rate Im gonna try and figure this out, and Ill post a clear solution here for you, as soon as I can. Finally, thanks for using the script it makes me happy to see my scripts being used ![]() |
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