Looking for volunteer modders for Monster AI

Discussion in 'Negative Energy Plane' started by Nomad_Wanderer, Sep 25, 2003.

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  1. Nomad_Wanderer

    Nomad_Wanderer Established Member Veteran

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    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
     
    Last edited: Sep 25, 2003
  2. Mynex

    Mynex Member Veteran

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    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...
     
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