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Pretty useful thing created by R3vo, what it does? check video below
DOWNLOAD: View attachment NewAi.rar
I've noticed that it works only for mobs with (ai 2) [or maybe I'm blind whatever ;d]
So if you want to make it work like on the video, initmonster of speficied mobs should be like this one:
(monster (name 1) (index 1) (country 0) (race 0) (level 1) (ai 2) (range 20) (sight 160 240) (exp 20) (itemgroup 1 2)
(str 21) (hth 1) (int 10) (wis 10) (dex 2) (hp 1) (mp 70) (aspeed 2400) (hit 0) (dodge 0)
(attack 0 7 7) (magic 0 0) (defense 0 0) (absorb 0) (mspeed 1600 800)
(quest (2 1 901 1) (3 1 902 1) (54 1 1025 1) (8001 1 933 1)))
You can also "turn it off" for chosen mobs by doing this
(monster (name 1) (index 1) (country 0) (race 0) (level 1) (ai 3) (range 20) (sight 160 240) (exp 20) (itemgroup 1 2)
(str 21) (hth 1) (int 10) (wis 10) (dex 2) (hp 1) (mp 70) (aspeed 2400) (hit 0) (dodge 0)
(attack 0 7 7) (magic 0 0) (defense 0 0) (absorb 0) (mspeed 1600 800)
(quest (2 1 901 1) (3 1 902 1) (54 1 1025 1) (8001 1 933 1)))
Decent blob system is missing so the "aggro system" would be complete. Anyway it's still useful
BTW: Int effects for blob are named Doggaebi_74 Doggaebi_75 Doggaebi_76 (you have to change their size etc in .dat files so they will actually look like on int)<---info for coders mostly ;d
DOWNLOAD: View attachment NewAi.rar
I've noticed that it works only for mobs with (ai 2) [or maybe I'm blind whatever ;d]
So if you want to make it work like on the video, initmonster of speficied mobs should be like this one:
(monster (name 1) (index 1) (country 0) (race 0) (level 1) (ai 2) (range 20) (sight 160 240) (exp 20) (itemgroup 1 2)
(str 21) (hth 1) (int 10) (wis 10) (dex 2) (hp 1) (mp 70) (aspeed 2400) (hit 0) (dodge 0)
(attack 0 7 7) (magic 0 0) (defense 0 0) (absorb 0) (mspeed 1600 800)
(quest (2 1 901 1) (3 1 902 1) (54 1 1025 1) (8001 1 933 1)))
You can also "turn it off" for chosen mobs by doing this
(monster (name 1) (index 1) (country 0) (race 0) (level 1) (ai 3) (range 20) (sight 160 240) (exp 20) (itemgroup 1 2)
(str 21) (hth 1) (int 10) (wis 10) (dex 2) (hp 1) (mp 70) (aspeed 2400) (hit 0) (dodge 0)
(attack 0 7 7) (magic 0 0) (defense 0 0) (absorb 0) (mspeed 1600 800)
(quest (2 1 901 1) (3 1 902 1) (54 1 1025 1) (8001 1 933 1)))
Decent blob system is missing so the "aggro system" would be complete. Anyway it's still useful
BTW: Int effects for blob are named Doggaebi_74 Doggaebi_75 Doggaebi_76 (you have to change their size etc in .dat files so they will actually look like on int)<---info for coders mostly ;d
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