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NPC related attacks for creature/npc mobiles #1005
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in total there are 1300 combat commands in the combat_data.iff these ones are most likely the NPC ones |
attacks = Vector() this is how it would look like |
Creatues also used the BM commands as well. |
Beast Master: bm_bite_1 |
This feature already exists, it's just that none of the scripters have been setting them in the mobile scripts. I'll remove the Feature label and replace it with a Research one. |
i did add the bm attacks to the creatures about 2 months ago. and rangedshot/rangedshotrifle for shooting npcs |
Your pets would learn the bm attacks from creatures using them. I am pretty sure the bm attacks need to be there
|
Thats what i was thinking as well when i added them. But all devs said, only creature attacks |
Same as what @zingzing175 said. |
im about to put them all into the creatures |
as setDefaultAttack they use the creatureMeleeAttack for example. |
I am thinking that creaturePoisonAttack, etc were probably depreciated from the game when BM was put in. |
Probably not default attacks but most likely the specials |
I'm working on something that will enable you to use ai from scripts. But you must understand that i'm NOT OVERWRITING the current AI (you get to keep it as well) and I'm not trying to impose a view here. I'm making something that will speed things up a lot. With very little rewiring inside the current AI code you will have fully customizable AI for every template and that can default to classes ( like default ranged AI for all ranged that have no specific behavior ... ) and default to default attack in the end. This has the potential to be very powerful and fast to implement. Because you can test it in game, make the script kill a npc change the script and kill another while the server is running without restarting , until you get the behavior you want. |
post a pull request with stuff like that and we can test it :) |
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