Monster AI Modifications. ToEE3.dat\rules\ai_params.mes contains the monster AI for what I can gather... We first need to confirm that this is the case, and if it is, use the below data to add a little more smarts into the ai.. =========== edit 9/25/03 23:30 used the arcanum text, replaced with the toee text =========== // This file contains parameters for AI packets in NPC's. // The numbers on each line have the following meaning: // Given a line N with data D1 D2 D3 D4 D5... // The values stand for: // ---- the first five are fleeing params // D1: percentage of NPC hit points below which NPC will flee // D2: number of people besides PC beyond which NPC will flee // D3: number of levels above NPC beyond which NPC will flee // D4: percentage of PC hit points below which NPC will never flee // D5: how far to flee, in feet // ---- the next five are follow params // D6: the reaction level at which the NPC will not follow the PC // D7: UNUSED // D8: UNUSED // D9: how many levels the NPC can be above the PC and still join // D10: how much a non-accidental hit will lower a follower's reaction // ---- the next two are kill-on-sight (KOS) params // D11: NPC will attack if his reaction is below this // D12: UNUSED // ---- the next params control spell use // D13: chance of throwing an offensive spell if a defensive one hasn't been picked // D14: chance of throwing defensive spell (as opposed to offensive) // D15: chance of throwing a healing spell in combat // ---- the next params control combat // D16: minimum distance in combat, in feet // ---- the next params control door and window usage // D17: the NPC can open portals if this is nonzero and cannot if it is zero // The default AI packet is zero. {0}{0 1000 1000 20 30 20 1001 1000 2 0 0 2001 66 50 20 1 1} // generic AI {1}{90 1000 1 20 30 20 1001 1000 2 0 0 2001 66 50 20 1 1} // fleeing ai {2}{0 1000 1000 20 30 20 1001 1000 2 0 0 2001 95 50 20 1 1} // GiantFrog (14057) {3}{0 1000 1000 20 30 20 1001 1000 2 0 0 2001 100 50 20 1 1}// Zuggtmoy
It's been a loooong time since I did any real hex'ing... but you've got my attention... I'll look into this... Don't forget other 'combat options' for the critters... such as when they'll do a CdG and AoO avoidance paths... The AI needs to be a bit smarter on how it chooses it's targets to avoid AoO's...